private void AddCamPoint(Vector3 pos, Quaternion rot)
 {
     TimeLapse.CameraPoint cameraPoint = new TimeLapse.CameraPoint();
     cameraPoint.pos = pos;
     cameraPoint.rot = rot;
     this.CamPoints.Add(cameraPoint);
     Debug.Log("Camera Point Added");
 }
    private void SetSmoothCamPoints()
    {
        SmoothCamPoints = new List <CameraPoint>();
        int num = this.ScreenShotCount / this.CamPoints.Count <TimeLapse.CameraPoint>();

        Vector3[] array = Curver.MakeSmoothCurve((from C in this.CamPoints
                                                  select C.pos).ToArray <Vector3>(), (float)num);
        Quaternion[] array2 = Curver.MakeSmoothRost((from C in this.CamPoints
                                                     select C.rot).ToArray <Quaternion>(), (float)num);
        for (int i = 0; i < array.Count <Vector3>(); i++)
        {
            TimeLapse.CameraPoint cameraPoint = new TimeLapse.CameraPoint();
            cameraPoint.pos = array[i];
            cameraPoint.rot = array2[i];
            this.SmoothCamPoints.Add(cameraPoint);
        }
    }
 private void SetCamOnPoint(TimeLapse.CameraPoint CP)
 {
     this.camera.transform.position = CP.pos;
     this.camera.transform.rotation = CP.rot;
 }