void Start() { carScript = (BuggyControl)target.GetComponent <BuggyControl>(); myRigidbody = target.GetComponent <Rigidbody>(); cameraSwitchView = carScript.carSetting.cameraSwitchView; }
// Start is called before the first frame update void Start() { // 車の情報 buggycontrol = car.GetComponent <BuggyControl>(); lastPos = buggycontrol.GetPos(); lastRot = buggycontrol.GetRot(); }
void Start() { fadeImage = GetComponent <Image>(); red = fadeImage.color.r; green = fadeImage.color.g; blue = fadeImage.color.b; alfa = 0.0f; //carController = car.GetComponent<Car.CarController>(); buggyControl = car.GetComponent <BuggyControl>(); cameraController = camera.GetComponent <CameraController>(); //userController = car.GetComponent<Car.CarUserControl>(); }
void Update() { if (!target) { return; } carScript = (BuggyControl)target.GetComponent <BuggyControl>(); myRigidbody = target.GetComponent <Rigidbody>(); if (Input.GetKeyDown(KeyCode.G)) { RestCar(); } if (Input.GetKeyDown(KeyCode.R)) { Application.LoadLevel(Application.loadedLevel); } if (restTime != 0.0f) { restTime = Mathf.MoveTowards(restTime, 0.0f, Time.deltaTime); } ShowCarUI(); GetComponent <Camera>().fieldOfView = Mathf.Clamp(carScript.speed / 10.0f + 60.0f, 60, 90.0f); if (Input.GetKeyDown(KeyCode.C)) { Switch++; if (Switch > cameraSwitchView.Count) { Switch = 0; } } if (Switch == 0) { // Damp angle from current y-angle towards target y-angle // float xAngle = Mathf.SmoothDampAngle(transform.eulerAngles.x, ///target.eulerAngles.x + Angle, ref xVelocity, smooth); float yAngle = Mathf.SmoothDampAngle(transform.eulerAngles.y, target.eulerAngles.y, ref yVelocity, smooth); // Look at the target transform.eulerAngles = new Vector3(Angle, yAngle, 0.0f); var direction = transform.rotation * -Vector3.forward; var targetDistance = AdjustLineOfSight(target.position + new Vector3(0, height, 0), direction); transform.position = target.position + new Vector3(0, height, 0) + direction * targetDistance; } else { transform.position = cameraSwitchView[Switch - 1].position; transform.rotation = Quaternion.Lerp(transform.rotation, cameraSwitchView[Switch - 1].rotation, Time.deltaTime * 5.0f); } }