void FPS() { if (transform.parent != hoodCam.transform) { transform.SetParent(hoodCam.transform, false); transform.position = hoodCam.transform.position; transform.rotation = hoodCam.transform.rotation; targetFieldOfView = hoodCameraFOV; hoodCam.FixShake(); } }
void FPS() { if (transform.parent != hoodCam.transform) { transform.SetParent(hoodCam.transform, false); transform.position = new Vector3(hoodCam.transform.position.x - 0.05f, hoodCam.transform.position.y + 0.3f, hoodCam.transform.position.z);; transform.rotation = hoodCam.transform.rotation; targetFieldOfView = hoodCameraFOV; hoodCam.FixShake(); } }
private void ResetCamera() { if (fixedCam) { fixedCam.canTrackNow = false; } tiltAngle = 0f; collisionPos = Vector3.zero; collisionRot = Quaternion.identity; pivot.transform.localPosition = collisionPos; pivot.transform.localRotation = collisionRot; cam.orthographic = false; switch (cameraMode) { case CameraMode.TPS: transform.SetParent(null); targetFieldOfView = TPSMaximumFOV; break; case CameraMode.FPS: transform.SetParent(hoodCam.transform, false); transform.localPosition = Vector3.zero; transform.localRotation = Quaternion.identity; targetFieldOfView = hoodCameraFOV; hoodCam.FixShake(); break; case CameraMode.WHEEL: transform.SetParent(wheelCam.transform, false); transform.localPosition = Vector3.zero; transform.localRotation = Quaternion.identity; targetFieldOfView = wheelCameraFOV; break; case CameraMode.FIXED: transform.SetParent(fixedCam.transform, false); transform.localPosition = Vector3.zero; transform.localRotation = Quaternion.identity; targetFieldOfView = 60; fixedCam.currentCar = playerCar; fixedCam.canTrackNow = true; break; case CameraMode.CINEMATIC: transform.SetParent(cinematicCam.pivot.transform, false); transform.localPosition = Vector3.zero; transform.localRotation = Quaternion.identity; targetFieldOfView = 30f; cinematicCam.currentCar = playerCar; break; case CameraMode.TOP: transform.SetParent(null); targetFieldOfView = minimumOrtSize; pivot.transform.localPosition = Vector3.zero; pivot.transform.localRotation = Quaternion.identity; targetPosition = playerCar.position; targetPosition += playerCar.rotation * Vector3.forward * distanceOffset; transform.position = playerCar.position; pastFollowerPosition = playerCar.position; pastTargetPosition = targetPosition; break; case CameraMode.ORBIT: transform.SetParent(null); targetFieldOfView = orbitCameraFOV; orbitX = 0f; orbitY = 0f; smoothedOrbitX = 0f; smoothedOrbitY = 0f; break; } }