Exemple #1
0
        /// <summary>
        /// Change State using look at point if the cameraMode is FixedPoint
        /// </summary>
        /// <param name="stateName"></param>
        /// <param name="pointName"></param>
        /// <param name="hasSmooth"></param>
        public void ChangeState(string stateName, string pointName, bool hasSmooth)
        {
            useSmooth = hasSmooth;
            if (!currentState.Name.Equals(stateName))
            {
                // search for the camera state string name
                var state = CameraStateList.tpCameraStates.Find(delegate(vThirdPersonCameraState obj)
                {
                    return(obj.Name.Equals(stateName));
                });

                if (state != null)
                {
                    currentStateName        = stateName;
                    currentState.cameraMode = state.cameraMode;
                    lerpState = state; // set the state of transition (lerpstate) to the state finded on the list
                    // in case there is no smooth, a copy will be make without the transition values
                    if (currentState != null && !hasSmooth)
                    {
                        currentState.CopyState(state);
                    }
                }
                else
                {
                    // if the state choosed if not real, the first state will be set up as default
                    if (CameraStateList.tpCameraStates.Count > 0)
                    {
                        state                   = CameraStateList.tpCameraStates[0];
                        currentStateName        = state.Name;
                        currentState.cameraMode = state.cameraMode;
                        lerpState               = state;
                        if (currentState != null && !hasSmooth)
                        {
                            currentState.CopyState(state);
                        }
                    }
                }
                // in case a list of states does not exist, a default state will be created
                if (currentState == null)
                {
                    currentState     = new vThirdPersonCameraState("Null");
                    currentStateName = currentState.Name;
                }

                indexList               = CameraStateList.tpCameraStates.IndexOf(state);
                currentZoom             = state.defaultDistance;
                currentState.fixedAngle = new Vector3(mouseX, mouseY);
                indexLookPoint          = 0;
            }

            if (currentState.cameraMode == TPCameraMode.FixedPoint)
            {
                var point = currentState.lookPoints.Find(delegate(LookPoint obj)
                {
                    return(obj.pointName.Equals(pointName));
                });
                if (point != null)
                {
                    indexLookPoint = currentState.lookPoints.IndexOf(point);
                }
                else
                {
                    indexLookPoint = 0;
                }
            }
        }
Exemple #2
0
        /// <summary>
        /// Change CameraState
        /// </summary>
        /// <param name="stateName"></param>
        /// <param name="Use smoth"></param>
        public void ChangeState(string stateName, bool hasSmooth)
        {
            if (currentState != null && currentState.Name.Equals(stateName) || !isInit)
            {
                if (firstStateIsInit)
                {
                    useSmooth = hasSmooth;
                }
                return;
            }
            useSmooth = !firstStateIsInit ? startSmooth : hasSmooth;
            // search for the camera state string name
            vThirdPersonCameraState state = CameraStateList != null?CameraStateList.tpCameraStates.Find(delegate(vThirdPersonCameraState obj) { return(obj.Name.Equals(stateName)); }) : new vThirdPersonCameraState("Default");

            if (state != null)
            {
                currentStateName        = stateName;
                currentState.cameraMode = state.cameraMode;
                lerpState = state; // set the state of transition (lerpstate) to the state finded on the list
                if (!firstStateIsInit)
                {
                    currentState.defaultDistance = Vector3.Distance(targetLookAt.position, transform.position);
                    currentState.height          = state.height;
                    currentState.fov             = state.fov;
                    StartCoroutine(ResetFirstState());
                }
                // in case there is no smooth, a copy will be make without the transition values
                if (currentState != null && !useSmooth)
                {
                    currentState.CopyState(state);
                }
            }
            else
            {
                // if the state choosed if not real, the first state will be set up as default
                if (CameraStateList != null && CameraStateList.tpCameraStates.Count > 0)
                {
                    state                   = CameraStateList.tpCameraStates[0];
                    currentStateName        = state.Name;
                    currentState.cameraMode = state.cameraMode;
                    lerpState               = state;

                    if (currentState != null && !useSmooth)
                    {
                        currentState.CopyState(state);
                    }
                }
            }
            // in case a list of states does not exist, a default state will be created
            if (currentState == null)
            {
                currentState     = new vThirdPersonCameraState("Null");
                currentStateName = currentState.Name;
            }
            if (CameraStateList != null)
            {
                indexList = CameraStateList.tpCameraStates.IndexOf(state);
            }
            currentZoom = state.defaultDistance;

            if (currentState.cameraMode == TPCameraMode.FixedAngle)
            {
                mouseX = currentState.fixedAngle.x;
                mouseY = currentState.fixedAngle.y;
            }

            currentState.fixedAngle = new Vector3(mouseX, mouseY);
            indexLookPoint          = 0;
        }