public void NpcToFirstPlane(Person npc, bool shadow) { Debug.Log(Interlocutor1.GetComponent <NpcController>().NpcType); TextBoxCanvas.SetActive(true); //GameObject character = Instantiate(npc) as GameObject; if (Interlocutor1.activeSelf) { if (Interlocutor1.GetComponent <NpcController>().NpcType == "Showman") { Interlocutor1.GetComponent <NpcController>().Refresh(npc, 0, shadow); } else if (!Interlocutor2.activeSelf) { Interlocutor2.SetActive(true); Interlocutor2.GetComponent <NpcController>().Refresh(npc, 0, shadow); } else { Interlocutor2.SetActive(true); Interlocutor2.GetComponent <NpcController>().Refresh(npc, 1, shadow); } } //else if (ShowPhase== ShowStatus.PHASE2) //{ // Interlocutor2.SetActive(true); // Interlocutor2.GetComponent<NpcController>().Refresh(npc, 0, shadow); //} else { Interlocutor1.SetActive(true); Interlocutor1.GetComponent <NpcController>().Refresh(npc, 0, shadow); } //character.transform.localPosition = new Vector3(0,0,-69); }
public void SwapCamera(int shot, CinemachineBlendDefinition.Style blend) { Interlocutor1.GetComponent <NpcController>().Reset(); Interlocutor2.GetComponent <NpcController>().Reset(); gameObject.GetComponent <CinemachineBrain>().m_DefaultBlend.m_Style = blend; foreach (GameObject cam in Cams) { if (cam == Cams[shot]) { cam.GetComponent <CinemachineVirtualCamera>().Priority = 2; CurrentCam = cam; StartCoroutine(UpdateOverlap()); } else { cam.GetComponent <CinemachineVirtualCamera>().Priority = 1; } } }