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)
 {
 }
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 public S_Animation(CameraStateMachine stateMachine) : base(stateMachine)
 {
     new T_DelayEvent(this);
 }
 public CameraFreeState( CameraStateMachine stateMachine )
     : base(stateMachine)
 {
 }
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 public CameraOcarina(CameraManager manager, CameraStateMachine stateMachine) : base(manager, stateMachine)
 {
 }
 public CameraTargetState(CameraStateMachine stateMachine) : base(stateMachine)
 {
 }
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 void Awake()
 {
     stateMachine = gameObject.AddComponent <CameraStateMachine>();
 }
 public CameraTargetState( CameraStateMachine stateMachine )
     : base(stateMachine)
 {
 }
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 public CameraFreeState(CameraStateMachine stateMachine) : base(stateMachine)
 {
 }
 public CameraStill(CameraManager manager, CameraStateMachine stateMachine) : base(manager, stateMachine)
 {
 }
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 protected CameraState(CameraManager manager, CameraStateMachine stateMachine)
 {
     this.manager      = manager;
     this.stateMachine = stateMachine;
 }
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 public S_Static(CameraStateMachine stateMachine) : base(stateMachine)
 {
 }
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 public S_Rotating(CameraStateMachine stateMachine) : base(stateMachine)
 {
     new T_FinishedRotating(this);
 }
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 public S_FadingOut(CameraStateMachine stateMachine) : base(stateMachine)
 {
     new T_FinishedFadingOut(this);
 }
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 public S_OnCube(CameraStateMachine stateMachine) : base(stateMachine)
 {
     new T_StartRotating(this);
     new T_SetOrtho(this);
 }
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 public S_OnBoard(CameraStateMachine stateMachine) : base(stateMachine)
 {
     new T_SetPerspective(this);
     new T_IgnoreDirectionEvent(this);
 }
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 public S_Init(CameraStateMachine stateMachine) : base(stateMachine)
 {
 }