void Start() { gridSizey = GameObject.Find("A*").GetComponent <Grid>().gridWorldSize.y; Vector3 position = Vector3.one; Vector3 rotation = Vector3.one; switch (cameraType) { case CameraType.LookAtPlayer: movement = new LookAtPlayer(); position = new Vector3(0f, CameraHeight, -gridSizey / 2f); rotation = new Vector3(rotationX, rotationY, rotationZ); break; case CameraType.LookFromAbove: movement = new LookFromAbove(); position = new Vector3(0f, CameraHeight, -gridSizey / 2f); rotation = new Vector3(rotationX, rotationY, rotationZ); break; case CameraType.LookCloser: movement = new LookCloser(); position = new Vector3(0f, CameraHeight, player.position.z - Offset); rotation = new Vector3(rotationX, rotationY, rotationZ); break; } transform.position = position; transform.rotation = Quaternion.Euler(rotation); }
protected override IEnumerator ExecuteStep() { //Debug.Log( "Starting Camera Movement Step" ); CameraMovement = CreateCameraMovement(); CameraMovement.MovementComplete += HandleMovementCompleted; CameraMovement.Enqueue(); while (!CameraMovement.Done) { yield return(null); } Router.FireEvent(EndEventName); }
public void CancelCameraMovement(ICameraMovement movement) { ActiveMovementEnumeration = null; }
public void QueueCameraMovement(ICameraMovement movement) { CameraMovements.Enqueue(movement); }
void Awake() { _camera = Camera.main; _cameraMovement = null; }
public void SetCameraMovement(ICameraMovement cameraMovement) { _cameraMovement = cameraMovement; // Faire une transition quand on change de camera ? ICameraTransition, lerp, instant, ... }
public CameraController(ICameraMovement movementController) { Move = movementController; }