Example #1
0
        private IEnumerator CorrectCamera()
        {
            _isCameraCorrecting = true;

            var delta = transform.position - Camera.position;

            delta.y = 0f;

            if (!ScreenFader)
            {
                CameraRig.transform.position += delta;
                _isCameraCorrecting           = false;
                yield break;
            }

            ScreenFader.Fade(1, HeadCollisionFadeSpeed);

            while (ScreenFader.CurrentFade < .9)
            {
                yield return(null);
            }

            delta   = transform.position - Camera.position;
            delta.y = 0f;
            CameraRig.transform.position += delta;

            ScreenFader.Fade(0, HeadCollisionFadeSpeed);

            while (ScreenFader.CurrentFade > .1)
            {
                yield return(null);
            }

            _isCameraCorrecting = false;
        }
Example #2
0
        void FixedUpdate()
        {
            DistanceToMostClosePoint = 1;

            IsColliding = false;
            var hits = Physics.OverlapSphereNonAlloc(transform.position, OuterRadius, _hits, LayerMask, QueryTriggerInteraction.Ignore);

            if (hits > 0)
            {
                //DistanceToMostClosePoint = 0f;
                if (Physics.OverlapSphereNonAlloc(transform.position, EyeRadius, _hitsDummy, LayerMask, QueryTriggerInteraction.Ignore) > 0)
                {
                    IsColliding = true;
                    DistanceToMostClosePoint = 0;
                }
                else
                {
                    for (var i = 0; i < hits; i++)
                    {
                        var centerOfHit = _hits[i].bounds.center;
                        var direction   = centerOfHit - transform.position;

                        if (Physics.SphereCast(transform.position, RadiusOfSphereCast, direction, out RaycastHit hit, Vector3.Distance(transform.position, centerOfHit), LayerMask))
                        {
                            if (hit.distance < DistanceToMostClosePoint)
                            {
                                DistanceToMostClosePoint = hit.distance;
                            }
                        }
                    }
                }
            }

            var fade = 1 - DistanceToMostClosePoint;

            if (ScreenFade)
            {
                if (fade > .001f)
                {
                    ScreenFade.Fade(fade, FadeSpeed);
                }
                else
                {
                    ScreenFade.UpdateFade(0f);
                }
            }
        }