Esempio n. 1
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    void Update()
    {
        Instance = this;

        // Never allow any movement, ever.
        transform.position = Vector3.zero;
        transform.rotation = Quaternion.identity;
    }
Esempio n. 2
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    void Update()
    {
        Instance = this;

        // Never allow any movement, ever.
        transform.position = Vector3.zero;
        transform.rotation = Quaternion.identity;
    }
Esempio n. 3
0
    void Start()
    {
        Instance   = this;
        textCamera = GetComponent <Camera>();

        if (!verify())
        {
            Debug.LogWarning("[BattleTextCamera] Falling back to UnityEngine.Camera.mainCamera");
            MainCamera = Camera.mainCamera;
        }

        // Set text camera settings
        textCamera.isOrthoGraphic   = true;
        textCamera.orthographicSize = 10f;
        textCamera.nearClipPlane    = 1;
        textCamera.farClipPlane     = 3;
        textCamera.clearFlags       = CameraClearFlags.Nothing;
        textCamera.depth            = 0;
        textCamera.renderingPath    = RenderingPath.Forward;

        // Position ourselves at the origin, with no rotation
        transform.position = Vector3.zero;
        transform.rotation = Quaternion.identity;
    }
Esempio n. 4
0
    void Start()
    {
        Instance = this;
        textCamera = GetComponent<Camera>();

        if (!verify())
        {
            Debug.LogWarning("[BattleTextCamera] Falling back to UnityEngine.Camera.mainCamera");
            MainCamera = Camera.mainCamera;
        }

        // Set text camera settings
        textCamera.isOrthoGraphic = true;
        textCamera.orthographicSize = 10f;
        textCamera.nearClipPlane = 1;
        textCamera.farClipPlane = 3;
        textCamera.clearFlags = CameraClearFlags.Nothing;
        textCamera.depth = 0;
        textCamera.renderingPath = RenderingPath.Forward;

        // Position ourselves at the origin, with no rotation
        transform.position = Vector3.zero;
        transform.rotation = Quaternion.identity;
    }