public CameraState( CameraStateMachine stateMachine ) { this.stateMachine = stateMachine; controller = (GameObject.FindObjectOfType( typeof( PlayerController ) ) as PlayerController); camera = (GameObject.FindObjectOfType( typeof( PlayerCamera ) ) as PlayerCamera); Actions = (GameObject.FindObjectOfType( typeof( PlayerCharacter ) ) as PlayerCharacter).Input.Actions; }
public CameraState(CameraStateMachine stateMachine) { this.stateMachine = stateMachine; controller = (GameObject.FindObjectOfType(typeof(PlayerController)) as PlayerController); camera = (GameObject.FindObjectOfType(typeof(PlayerCamera)) as PlayerCamera); Actions = (GameObject.FindObjectOfType(typeof(PlayerCharacter)) as PlayerCharacter).Input.Actions; }
// Start is called before the first frame update void Start() { cameraSM = new CameraStateMachine(); still = new CameraStill(this, cameraSM); shoulder = new CameraShoulder(this, cameraSM); ocarina = new CameraOcarina(this, cameraSM); playerTransform = GameObject.FindGameObjectWithTag("Player").transform; playerScript = FindObjectOfType <FocusPlayer>(); cameraSM.Initialize(still); }
// Start is called before the first frame update void Start() { mCamera = GetComponent <Camera>(); m_CameraUpperBound = mCamera.pixelHeight * 2 / 3; m_CameraLowerBound = mCamera.pixelHeight / 3; _stateMachine = new CameraStateMachine(); mPlayer = GetComponentInParent <SubScene>().GetPlayer(); float height = mCamera.orthographicSize * 2.0f; width = height * mCamera.aspect; }
public CameraShoulder(CameraManager manager, CameraStateMachine stateMachine) : base(manager, stateMachine) { }
public S_Animation(CameraStateMachine stateMachine) : base(stateMachine) { new T_DelayEvent(this); }
public CameraFreeState( CameraStateMachine stateMachine ) : base(stateMachine) { }
public CameraOcarina(CameraManager manager, CameraStateMachine stateMachine) : base(manager, stateMachine) { }
public CameraTargetState(CameraStateMachine stateMachine) : base(stateMachine) { }
void Awake() { stateMachine = gameObject.AddComponent <CameraStateMachine>(); }
public CameraTargetState( CameraStateMachine stateMachine ) : base(stateMachine) { }
public CameraFreeState(CameraStateMachine stateMachine) : base(stateMachine) { }
public CameraStill(CameraManager manager, CameraStateMachine stateMachine) : base(manager, stateMachine) { }
protected CameraState(CameraManager manager, CameraStateMachine stateMachine) { this.manager = manager; this.stateMachine = stateMachine; }
public S_Static(CameraStateMachine stateMachine) : base(stateMachine) { }
public S_Rotating(CameraStateMachine stateMachine) : base(stateMachine) { new T_FinishedRotating(this); }
public S_FadingOut(CameraStateMachine stateMachine) : base(stateMachine) { new T_FinishedFadingOut(this); }
public S_OnCube(CameraStateMachine stateMachine) : base(stateMachine) { new T_StartRotating(this); new T_SetOrtho(this); }
public S_OnBoard(CameraStateMachine stateMachine) : base(stateMachine) { new T_SetPerspective(this); new T_IgnoreDirectionEvent(this); }
public S_Init(CameraStateMachine stateMachine) : base(stateMachine) { }