//NORMAL CAMERA POSITION IN UNITY: 0, 2.8f, -7 // Use this for initialization void Start() { //Blackscreen on startup mask = GetComponent <Camera>().cullingMask; GetComponent <Camera>().cullingMask = 0; GetComponent <Camera>().clearFlags = CameraClearFlags.Depth; Candle = GameObject.Find("CandleInteraction").GetComponent <CandleInteraction>(); taverne = GameObject.Find("Tavern").GetComponent <taverne>(); //borders defined by normal camera-position borderx = transform.position.x; bordery = transform.position.y; borderz = transform.position.z + 4; camSpeed = 1.2f; current = 0; prev = false; next = false; //"Flags" director = false; waiting = false; darting = false; std = false; blocked = false; //posotions standard = new GameObject("StandardPos"); standard.transform.Translate(0, 2.7f, -8); front = new GameObject("FrontPos"); front.transform.Translate(0, 1.8f, -2.5f); leftfront = new GameObject("LeftFrontPos"); leftfront.transform.Translate(-4.5f, 2, -0.05f); rightfront = new GameObject("RightFrontPos"); rightfront.transform.Translate(4.5f, 2, -0.05f); leftrear = new GameObject("LeftRearPos"); leftrear.transform.Translate(-4.5f, 4, -7); rightrear = new GameObject("RightRearPos"); rightrear.transform.Translate(4.5f, 4, -7); Positions = new GameObject[] { standard, front, leftfront, rightfront, rightrear, leftrear }; //standard fixpoint for bard-mode (maybe later changed for free-roam) fix = new Vector3(0, 2.7f, 6.15f); //transform.Translate(0,2.7f,-8); //activate camera after startup StartCoroutine(WaitForIt()); }
// Use this for initialization void Start() { interaction = GameObject.Find("InteractionText"); text = interaction.GetComponent <Text>(); cs = GameObject.Find("CandleSpawner").GetComponent <CandleSpawner>(); ci = GameObject.Find("CandleInteraction").GetComponent <CandleInteraction>(); index = (Int32.Parse(gameObject.name.Substring(gameObject.name.Length - 1))) - 1; isLit = true; prev = false; lastChange = false; isHidden = false; active = false; tempText = ""; //WaitForBard(); }