void doAimCameraTransition() { aimCamera.GetComponent <CinemachineFreeLook>().m_XAxis = idleCamera.GetComponent <CinemachineFreeLook>().m_XAxis; aimCamera.GetComponent <CinemachineFreeLook>().m_YAxis = idleCamera.GetComponent <CinemachineFreeLook>().m_YAxis; aimCamera.Priority = 11; }
void OnGameOver(GameOverEvent evt) { if (m_GameState == GameState.Play) { // Stop colliding the camera. var cinemachineCollider = m_FreeLookCamera.GetComponent <CinemachineCollider>(); if (cinemachineCollider) { cinemachineCollider.enabled = false; } // Set game state and handle the camera accordingly. if (evt.Win) { m_GameOverSceneTime = Time.time + m_GameOverWinSceneDelay; SetGameState(GameState.Win); // Zoom in on the player. StartCoroutine(ZoomInOnPlayer()); } else { m_GameOverSceneTime = Time.time + m_GameOverLoseSceneDelay; SetGameState(GameState.Lose); // Stop following the player. m_FreeLookCamera.Follow = null; } } }
private void Start() { //if (screenTargets.Count == 0) //{ // Target[] targets = FindObjectsOfType<Target>(); // foreach(var t in targets) // { // screenTargets.Add(t.transform); // } //} input = GetComponent <PlayerController>(); Cursor.visible = false; anim = GetComponentInChildren <Animator>(); impulse = cameraFreelock.GetComponent <CinemachineImpulseSource>(); postVolume = Camera.main.GetComponent <PostProcessVolume>(); postProfile = postVolume.profile; swordOrigPos = sword.localPosition; swordOrigRot = sword.localEulerAngles; swordMesh = sword.GetComponentInChildren <MeshRenderer>(); swordMesh.enabled = false; cutplane.gameObject.SetActive(false); }
public void ShakeCamera() { TPCamera.GetComponent <CinemachineImpulseSource>().GenerateImpulse(); foreach (ParticleSystem p in particles) { p.Play(); } }
// Start is called before the first frame update void Start() { zoomOut = thirdPersonCam.m_Lens.FieldOfView; originalZoom = thirdPersonCam.m_Orbits[1].m_Radius; impulse = thirdPersonCam.GetComponent <CinemachineImpulseSource>(); fixedRotation.x = transform.rotation.x; comp = thirdPersonCam.GetRig(1).GetCinemachineComponent <CinemachineComposer>(); Cursor.visible = false; }
// Start is called before the first frame update void Start() { Cursor.visible = false; input = GetComponent <MovementInput>(); anim = GetComponent <Animator>(); impulse = cameraFreeLook.GetComponent <CinemachineImpulseSource>(); postVolume = Camera.main.GetComponent <PostProcessVolume>(); postProfile = postVolume.profile; swordOrigRot = sword.localEulerAngles; swordOrigPos = sword.localPosition; swordMesh = sword.GetComponentInChildren <MeshRenderer>(); swordMesh.enabled = false; }
// Start is called before the first frame update void Start() { anim = GetComponent <Animator>(); input = GetComponent <MovementInput>(); originalZoom = thirdPersonCam.m_Orbits[1].m_Radius; impulse = thirdPersonCam.GetComponent <CinemachineImpulseSource>(); postVolume = Camera.main.GetComponent <PostProcessVolume>(); postProfile = postVolume.profile; colorG = postProfile.GetSetting <ColorGrading>(); gunIdlePos = gun.localPosition; gunIdleRot = gun.localEulerAngles; Cursor.visible = false; HorizontalOffset(originalOffsetAmount); }
private void Awake() { Instance = this; Cursor.visible = false; Cursor.lockState = CursorLockMode.Locked; screenTargets = new HashSet <SkillTarget>(); moveInput = GetComponent <MovementInput>(); anim = GetComponent <Animator>(); impulse = cameraFreeLook.GetComponent <CinemachineImpulseSource>(); mainCam = Camera.main; //2020 之后 camera.main 优化了 但是代码习惯 postProfile = postVolume.profile; swordOrigPos = sword.localPosition; swordOrigRot = sword.localEulerAngles; swordMesh = sword.GetComponentInChildren <MeshRenderer>(); swordMesh.enabled = false; }
private void Start() { Cursor.visible = true; Cursor.lockState = CursorLockMode.Locked; anim = GetComponent <Animator>(); cam = Camera.main; controller = GetComponent <CharacterController>(); normalFOV = cvCam.m_Lens.FieldOfView; composers = new CinemachineComposer[3]; for (int i = 0; i < 3; i++) { composers[i] = cvCam.GetRig(i).GetCinemachineComponent <CinemachineComposer>(); } impulse = cvCam.GetComponent <CinemachineImpulseSource>(); normalOffset = composers[0].m_TrackedObjectOffset; }
private void Awake() { instance = this; Cursor.visible = false; Cursor.lockState = CursorLockMode.Locked; anim = GetComponent <Animator>(); input = GetComponent <MovementInput>(); originalZoom = thirdPersonCam.m_Orbits[1].m_Radius; impulse = thirdPersonCam.GetComponent <CinemachineImpulseSource>(); postProfile = postVolume.profile; postProfile.TryGet(out colorAdjustments); postProfile.TryGet(out chromaticAberration); postProfile.TryGet(out vignette); gunIdlePos = gun.localPosition; gunIdleRot = gun.localEulerAngles; HorizontalOffset(originalOffsetAmount); }
void ShakeCamera() { cmCamera.GetComponent <CinemachineImpulseSource>().GenerateImpulse(); }
void Start() { input = GetComponent <MovementInput>(); impulseSource = freeLookCamera.GetComponent <CinemachineImpulseSource>(); }
public void FreezeCam() { cineCam.GetComponent <CinemachineFreeLook>().m_XAxis.m_MaxSpeed = 0; cineCam.GetComponent <CinemachineFreeLook>().m_YAxis.m_MaxSpeed = 0; }