// Use this for initialization void Start() { camMovementScript = Camera.main.GetComponentInParent <CamMovement>(); camMovementScript.enabled = false; currentList = dialogList; showDialog(); }
public static void UseCam(Camera cam) { bool foundCam = false; int indexer = 0; foreach (Camera c in cameras) { if (c == cam) { c.gameObject.SetActive(true); currentCameraIndex = indexer; foundCam = true; currentCamMovement = GetCurrentCameraMover(); } else { c.gameObject.SetActive(false); } indexer++; } if (!foundCam) { throw new System.ArgumentException("Could not find camera: " + cam.gameObject.name); } return; }
void Start() { GameObject cam = GameObject.FindGameObjectWithTag("MainCamera"); CamMovement camMove = cam.GetComponent <CamMovement>(); camMove.player = gameObject; }
// Start is called before the first frame update void Start() { this.camMovement = cameraContainer.GetComponent <CamMovement>(); CreateRotateGesture(); CreateScaleGesture(); CreateTapGesture(); CreatePanGesture(); }
void Shoot() { SpriteRenderer temp = Instantiate(bullet, sightDirection.Find("Cannon").position, sightDirection.rotation).GetComponent <SpriteRenderer>(); temp.color = spriteRenderer.color; Destroy(temp.gameObject, 2); CamMovement cam = Camera.main.GetComponent <CamMovement>(); cam.speed = 25; cam.impulseDirection = sightDirection.up; }
public void ChangeNextCam_() { cameras[currentCameraIndex].gameObject.SetActive(false); currentCameraIndex++; if (currentCameraIndex >= cameras.Count) { currentCameraIndex = 0; } cameras[currentCameraIndex].gameObject.SetActive(true); currentCamMovement = GetCurrentCameraMover(); UpdateTextUI(); }
public static void ChangeNextCam() { cameras[currentCameraIndex].gameObject.SetActive(false); currentCameraIndex++; if (currentCameraIndex >= cameras.Count) { currentCameraIndex = 0; } cameras[currentCameraIndex].gameObject.SetActive(true); currentCamMovement = GetCurrentCameraMover(); UpdateTextUI(); Debug.Log("Changing camera to " + cameras[currentCameraIndex].transform.root.gameObject.name); }
void Start() { GameObject cam = GameObject.FindGameObjectWithTag("MainCamera"); CamMovement camMove = cam.GetComponent <CamMovement>(); camMove.player = gameObject; m = gameObject.GetComponent <Movement>(); m.canMoveUp = true; m.canMoveDown = true; m.canMoveLeft = true; m.canMoveRight = true; }
private void OnTriggerEnter2D(Collider2D collision) { CamMovement camMove = cam.GetComponent <CamMovement>(); if (stop) { camMove.enabled = false; } else { if (camMove.enabled == false) { camMove.enabled = true; } } }
void Death() { StopCoroutine(Bandage()); Debug.Log("player died"); alive = false; transform.GetComponent <PhotonView>().RPC("setMouseDeath", PhotonTargets.AllBuffered); alive = false; GetComponent <MouseMovement>().enabled = false; CamMovement cam = gameObject.GetComponentInChildren <CamMovement>(); cam.enabled = false; transform.GetComponent <PhotonView>().RPC("PlayAnim", PhotonTargets.All, "Unarmed-Death1"); GetComponent <MouseMovement>().enabled = false; WaitForAnimation(5f); transform.GetComponent <PhotonView>().RPC("respawn", PhotonTargets.AllBuffered); }
IEnumerator respawn() { yield return(new WaitForSeconds(spawnDelay)); //spawns at random mouse spawn location SpawnM mys = sm[Random.Range(0, 2)]; transform.position = mys.transform.position; transform.rotation = mys.transform.rotation; //enable movement and cam movement again alive = true; currentHealth = maxHealth; GetComponent <MouseMovement>().enabled = true; CamMovement cam = gameObject.GetComponentInChildren <CamMovement>(); cam.enabled = true; transform.GetComponent <PhotonView>().RPC("PlayAnim", PhotonTargets.All, "Unarmed-Idle"); }
private IEnumerator ApplyMovement(CamMovement cm) { float l = (cm.startPos.magnitude + cm.newPos.magnitude) / 2f; for (float i = 0; i < cm.duration; i += Time.deltaTime) { Vector3 nPos = Vector3.Lerp(cm.startPos, cm.newPos, i / cm.duration); if (cm.smooth) { transform.position = new Vector3(nPos.normalized.x * l, nPos.y, nPos.normalized.z * l); } else { transform.position = nPos; } transform.LookAt(Vector3.Lerp(cm.startGaze, cm.newGaze, i / cm.duration)); yield return(new WaitForEndOfFrame()); } transform.position = cm.newPos; transform.LookAt(cm.newGaze); transformInAction = false; }
void Start() { cam = GameObject.FindGameObjectWithTag("MainCamera").GetComponent <CamMovement>(); }
// Start is called before the first frame update void Start() { cam = Camera.main.GetComponent <CamMovement>(); }
public void Start() { camMovementScript = cameraContainer.GetComponent <CamMovement>(); initialCameraPosition = cameraContainer.position; }