private IEnumerator MoveMinimapCamera() { yield return(new WaitForSeconds(0.02f)); if (!playerController.viewingMap) { Vector3 canvasPos = minimapCanvas.localPosition; Vector3 neededCanvasPos = playerController.currentRoom.mapIcon.transform.parent.localPosition * -1; StartCoroutine(KinematicFunctions.MoveObject(minimapCanvas, canvasPos, neededCanvasPos, cameraPanSpeed)); } Vector3 cameraPos = mainCamera.transform.position; Vector3 neededPos = playerController.currentRoom.transform.position; neededPos.z = -100; //make sure camera isnt on the scene IEnumerator cameraMove = KinematicFunctions.MoveObject(mainCamera.transform, cameraPos, neededPos, cameraPanSpeed); StartCoroutine(cameraMove); if (playerController.currentRoom.roomShape == 1) { //enable camera following FloorGlobal.Instance.cameraFollowPlayer.enabled = true; StopCoroutine(cameraMove); //stops camera from trying to move back to room spawnpoint instead of player } }
public void StartMove() { StartCoroutine(KinematicFunctions.MoveObjectAudioSynced(transform, transform.localPosition, beatMarker.localPosition, beatTime, BeatVisualiser.Instance)); }