void UpdatePosition() { if (CurrentRoom == null) { return; } Vector3 targerPosition = CurrentRoom.GetRoomCenter(); transform.position = Vector3.MoveTowards(transform.position, targerPosition, Time.deltaTime * MovementSpeedOnRoomChange); }
void UpdatePosition() { if (currentRoom == null) { return; } Vector3 targetPosition = currentRoom.GetRoomCenter(); targetPosition.z = transform.position.z; transform.position = Vector3.MoveTowards(transform.position, targetPosition, Time.deltaTime * cameraSpeed); }
//Target is rooms, used to position cam over room private Vector3 GetCameraTargetPosition() { if (CurrentRoom == null) { return(Vector3.zero); } Vector3 targetPosition = CurrentRoom.GetRoomCenter(); targetPosition.z = transform.position.z; return(targetPosition); }
void UpdatePosition() //This should set m_IsUpdatingPosition to true, then to false when it has changed scenes //Yeah this is the change scenes thing. It will get its variables from another script that will call upon it. { if (CurrentRoom == null) { return; } if (m_IsUpdatingPosition == true) { //Debug.Log("UpdatePosition is being called"); Vector3 targetPosition = new Vector3(); if (RoomTransition == null) { //Debug.Log("Room transition was null, getting center of this room"); targetPosition = CurrentRoom.GetRoomCenter(); //Debug.Log("Seems like RoomTransition was null!"); } if (RoomTransition != null) { // Debug.Log("Room transition wasnt null, getting transition target"); targetPosition = RoomTransition.GetCameraTransitionTarget();//Here it should get the center of the roomtransition collider //Debug.Log("Target is set to RoomTransition coordinates: " + targetPosition.x +" and "+ targetPosition.y); } targetPosition.z = transform.position.z; transform.position = Vector3.MoveTowards(transform.position, targetPosition, Time.deltaTime * MovementSpeedOnRoomChange); maxPosition = CurrentRoom.maxCameraPosition; minPosition = CurrentRoom.minCameraPosition; // Debug.Log("transform position is: " + transform.position + " and target position is: " + targetPosition); while (transform.position != targetPosition) { //if it does not freeze the character, the code things that you are already at the targetposition // Debug.Log("Code freezes character"); freezeCharacter.SetFrozen(true, true, false); return; } // Debug.Log("It is here it is set to false"); m_IsUpdatingPosition = false; RoomTransition = null; freezeCharacter.SetFrozen(false, false, false); } }