public void FActivate() { PC_Controller pc = FindObjectOfType <PC_Controller>(); PLY_SnapSpot snap = FindObjectOfType <PLY_SnapSpot>(); mPosToSnapTo = pc.transform.position; mPosToSnapTo.y += 20f; if (pc.transform.position.z > snap.transform.position.z) { mPosToSnapTo.z += 15f; } else { mPosToSnapTo.z -= 15f; } transform.position = pc.GetComponentInChildren <PC_Camera>().transform.position; pc.GetComponentInChildren <Camera>().enabled = false; pc.GetComponentInChildren <AudioListener>().enabled = false; cCam.enabled = true; GetComponent <AudioListener>().enabled = true; pc.mState = PC_Controller.PC_STATE.SINACTIVE; mState = CAM_STATE.SACTIVE; }
public void FDeactivate() { PC_Controller pc = FindObjectOfType <PC_Controller>(); mPosToSnapTo = pc.GetComponentInChildren <PC_Camera>().transform.position; pc.mState = PC_Controller.PC_STATE.SPRE_SNAP; mState = CAM_STATE.S_DEACTIVATING; // maybe not the best name }
// This should be called ~0.5 seconds after FDeactivate, every time. private void TrueDeactivate() { cCam.enabled = false; GetComponent <AudioListener>().enabled = false; PC_Controller pc = FindObjectOfType <PC_Controller>(); pc.GetComponentInChildren <Camera>().enabled = true; pc.GetComponentInChildren <AudioListener>().enabled = true; mState = CAM_STATE.SINACTIVE; }
public void SetState(CAM_STATE newState) { ClearIsRendering(); State = newState; UpdateState(); }