// Use this for initialization void Start() { Player = GameObject.FindGameObjectWithTag("Player"); Camera = GameObject.FindGameObjectWithTag("MainCamera"); CollectableScript = Player.GetComponent <Collectables>(); CamScript = Camera.GetComponent <NewCameraScript>(); Menu.SetActive(false); Time.timeScale = 1; }
// Update is called once per frame void Update() { Scene currentScene = SceneManager.GetActiveScene(); string sceneName = currentScene.name; if (moon == null) { moon = RotateOverTime.instance.moon.transform; } else if (sun == null) { sun = RotateOverTime.instance.sun.transform; } if (sun != null && moon != null) { if (sceneName == "NewDankMenu") { float zoom = Camera.main.transform.position.z; Vector3 val = Camera.main.transform.position.normalized * -1 * (change); // Vector3 val = new Vector3(otherchange, 0, change); this.transform.position = val; transform.LookAt(Vector3.zero); Vector3 sunDirection = sun.position.normalized; Vector3 moonDirection = moon.position.normalized; Vector3 cameraDirection = Vector3.back; if ((sunDirection - cameraDirection).magnitude <= (moonDirection - cameraDirection).magnitude) //closer to sun { float distance = (sunDirection - cameraDirection).magnitude / 1.4f; //value from 0-1 sr.color = Color.Lerp(dayColour, intermediaryColour, distance); } else //closer to moon { float distance = (moonDirection - cameraDirection).magnitude / 1.4f; //value from 0-1 sr.color = Color.Lerp(nightColour, intermediaryColour, distance); } } else { this.gameObject.transform.SetParent(Camera.main.transform.root); NewCameraScript temp = Camera.main.transform.root.GetComponent <NewCameraScript>(); float zoom = -temp.holderDistance; this.transform.localPosition = new Vector3(0, 0, 300 - zoom); transform.localRotation = Camera.main.transform.parent.localRotation; Vector3 sunDirection = sun.position.normalized; Vector3 moonDirection = moon.position.normalized; Vector3 cameraDirection = temp.transform.position.normalized; if ((sunDirection - cameraDirection).magnitude <= (moonDirection - cameraDirection).magnitude) //closer to sun { float distance = (sunDirection - cameraDirection).magnitude / 1.4f; //value from 0-1 sr.color = Color.Lerp(dayColour, intermediaryColour, distance); } else //closer to moon { float distance = (moonDirection - cameraDirection).magnitude / 1.4f; //value from 0-1 sr.color = Color.Lerp(nightColour, intermediaryColour, distance); } } } }