void Awake() { cameraShakeScript = Camera.main.GetComponent<ScriptCameraShake>(); lookAtScript = Camera.main.GetComponent<ScriptLookAtTarget>(); fadeScript = Camera.main.GetComponent<ScriptScreenFade>(); splatterScript = Camera.main.GetComponent<ScriptSplatter>(); }
void Awake() { cameraShakeScript = Camera.main.GetComponent <ScriptCameraShake>(); lookAtScript = Camera.main.GetComponent <ScriptLookAtTarget>(); fadeScript = Camera.main.GetComponent <ScriptScreenFade>(); splatterScript = Camera.main.GetComponent <ScriptSplatter>(); }
public void Awaken() { playerLookAtScript = this.gameObject.GetComponent<ScriptLookAtTarget>(); cameraShakeScript = Camera.main.GetComponent<ScriptCameraShake>(); cameraLookAtScript = Camera.main.GetComponent<ScriptLookAtTarget>(); fadeScript = Camera.main.GetComponent<ScriptScreenFade>(); splatterScript = Camera.main.GetComponent<ScriptSplatter>(); }
void Awake() { cameraShakeScript = Camera.main.GetComponent<ScriptCameraShake>(); lookAtScript = Camera.main.GetComponent<ScriptLookAtTarget>(); fadeScript = Camera.main.GetComponent<ScriptScreenFade>(); splatterScript = Camera.main.GetComponent<ScriptSplatter>(); mainCamera = GameObject.Find("Main Camera"); }
/// <summary> /// @Author Marshall Mason & Mike Dobson /// </summary> IEnumerator FacingEngine() { ScriptLookAtTarget lookScript = Camera.main.GetComponent <ScriptLookAtTarget>(); foreach (ScriptFacings facing in facings) { Debug.Log(facing); switch (facing.facingType) { case FacingTypes.LOOKAT: //Do the facing action lookAtScript.Activate(facing.rotationSpeed, facing.targets, facing.lockTimes); //Wait for the specified amount of time on the facing waypoint yield return(new WaitForSeconds(facing.rotationSpeed[0] + facing.rotationSpeed[1] + facing.lockTimes[0])); break; case FacingTypes.WAIT: //Waits for the specified amount of time yield return(new WaitForSeconds(facing.facingTime)); break; case FacingTypes.LOOKCHAIN: //Do the facing action lookAtScript.Activate(facing.rotationSpeed, facing.targets, facing.lockTimes); //Wait for the specified amount of time on the facing waypoint float waitTime = 0; for (int i = 0; i < facing.targets.Length; i++) { waitTime += facing.rotationSpeed[i]; waitTime += facing.lockTimes[i]; } waitTime += facing.rotationSpeed[facing.rotationSpeed.Length - 1]; yield return(new WaitForSeconds(waitTime)); break; case FacingTypes.FREELOOK: break; default: ScriptErrorLogging.logError("Invalid movement type!"); break; } } }
/// <summary> /// @Author Marshall Mason & Mike Dobson /// </summary> IEnumerator FacingEngine() { ScriptLookAtTarget lookScript = Camera.main.GetComponent <ScriptLookAtTarget>(); foreach (ScriptWaypoints facing in facings) { Debug.Log(facing.facingType); switch (facing.facingType) { case FacingTypes.LOOKAT: if (facing.targets != null && facing.facingTimes[0] > 0 && facing.holdTimes[0] > 0 && facing.facingTimes[1] > 0) { //Do the facing action lookScript.targets = facing.targets; lookScript.rotateSpeed = facing.facingTimes; lookScript.lockTime = facing.holdTimes; //Wait for the specified amount of time on the facing waypoint yield return(new WaitForSeconds(facing.facingTimes[0] + facing.facingTimes[1] + facing.holdTimes[0])); } else { ScriptErrorLogging.logError("Look At was skipped due to missing element"); } break; case FacingTypes.WAIT: if (facing.facingTimes[0] > 0) { //Waits for the specified amount of time yield return(new WaitForSeconds(facing.facingTimes[0])); } else { ScriptErrorLogging.logError("Facing Wait was skipped due to missing element"); } break; case FacingTypes.LOOKCHAIN: if (facing.targets.Length >= facing.holdTimes.Length && facing.facingTimes.Length > facing.holdTimes.Length) { //Do the facing action lookScript.targets = facing.targets; lookScript.rotateSpeed = facing.facingTimes; lookScript.lockTime = facing.holdTimes; //Wait for the specified amount of time on the facing waypoint float waitTime = 0; for (int i = 0; i < facing.targets.Length; i++) { waitTime += facing.facingTimes[i]; waitTime += facing.holdTimes[i]; } waitTime += facing.facingTimes[facing.targets.Length]; yield return(new WaitForSeconds(waitTime)); } else { ScriptErrorLogging.logError("Entire Look Chain was skipped due to missing element."); } break; default: ScriptErrorLogging.logError("Invalid movement type!"); break; } } }