public void setStateFrom(PlayerFollowerXYConfig other) { lookTarget = other.lookTarget; timeFactor = other.timeFactor; offsetY = other.offsetY; smoothLerp = other.smoothLerp; lockY = other.lockY; }
void Awake() { camPosYCorrection = GetComponent <LockYWhenPlayerOnTarget>(); xyConfig = GetComponent <PlayerFollowerXYConfig>(); // register against the GUICameraSync manager Camera.main.GetComponent <GUICameraSync>().register(this); // cache the player player = LevelManager.Instance.getPlayer(); applied = false; }
// Use this for initialization void Awake() { lookUpAC = AnimateTiledConfig.getByName(gameObject, EnumAnimateTiledName.LookUpwards, true); dirSign = 0f; walk = GetComponent <PlayerWalk>(); // since we cannot create an instance from a MonoBehaviour then do next tempConfig = gameObject.AddComponent <PlayerFollowerXYConfig>(); // disable the dummy component from being updated by Unity3D game loop tempConfig.enabled = false; }
void Awake() { // since we cannot create an instance from a MonoBehaviour then do next tempConfig = gameObject.AddComponent <PlayerFollowerXYConfig>(); // disable the dummy component from being updated by Unity3D game loop tempConfig.enabled = false; origFollower = GetComponent <PlayerFollowerXYConfig>(); enabled = false; restored = true; }
public void init() { origFollower = GetComponent <PlayerFollowerXYConfig>(); // copy current Main Camera configuration origSmoothLerp = origFollower.smoothLerp; // set new Main Camera's follower script configuration according to the effect we want to achieve origFollower.lockY = false; // follow the player origFollower.smoothLerp = false; // instant movement along the player's movement // get player instance's transform player = LevelManager.Instance.getPlayer(); enabled = true; }
void OnDestroy() { origFollower = null; }
void OnDestroy() { player = null; origFollower = null; }
void Awake() { origFollower = GetComponent <PlayerFollowerXYConfig>(); this.enabled = false; }