public void FocusOnApparatus(BaseApparatus apparatus, Transform targetPivot, Transform targetCamTrsf, float animTime) { CurrentApparatus = apparatus; State = GameStateTypes.Quest; CamCtrl.SwitchToOrbitCam(targetPivot, targetCamTrsf, animTime); OnFocusToApparatus?.Invoke(apparatus); }
void Start() { Thing.map = this; // eh, cannae be f****d with maintaining multiple maps FX.map = this; CamCtrl.Init(); dialog.Init(); Dialog.Show("Instructions"); // go go go GameInit(); }
public void ReturnToFps() { if (State == GameStateTypes.QuestToFPS) { return; } State = GameStateTypes.QuestToFPS; CamCtrl.SwitchToFpsCam(_camAnimTime, onComplete: () => { State = GameStateTypes.FPS; OnFocusToApparatus?.Invoke(null); }); CurrentApparatus = null; BeamsCtrl.SwitchMainBeamLoop(MainBeamState.NONE); }
// Use this for initialization void Start() { offset = transform.position - PlayerBehaviour.playerTrans.position; cc = this; }
private void Awake() { _instance = this; Init(); }
void Start() { player = FindObjectOfType <PlayerCtrl>(); camCtrl = FindObjectOfType <CamCtrl>(); healthManager = FindObjectOfType <HealthManager>(); }