コード例 #1
0
    public override void OnInspectorGUI()
    {
        CameraFlightFollow cam = (CameraFlightFollow)target;


        EditorGUILayout.Separator();
        cam.control = (PlayerFlightControl)EditorGUILayout.ObjectField(new GUIContent("Flight Controller", "Drag the container object that has the Player Flight Controller here."), cam.control, typeof(PlayerFlightControl), true);

        cam.target = (Transform)EditorGUILayout.ObjectField(new GUIContent("Look Target", "The transform that the camera will focus on. Generally, this will be an empty game object in front of the ship a few units on the Z axis."), cam.target, typeof(Transform), true);
        EditorGUILayout.Separator();

        GUILayout.Label(new GUIContent("Parameters", ""));
        cam.follow_distance    = EditorGUILayout.FloatField(new GUIContent("Follow Distance", "Controls how far behind the targeter the camera will follow."), cam.follow_distance);
        cam.camera_elevation   = EditorGUILayout.FloatField(new GUIContent("Camera Height", "Controls how high the camera will sit above the target's y coordinate."), cam.camera_elevation);
        cam.follow_tightness   = EditorGUILayout.FloatField(new GUIContent("Follow Tightness", "Higher values will result in a snappier camera, lower values will have a camera that takes a while to catch up to the ship's movements."), cam.follow_tightness);
        cam.rotation_tightness = EditorGUILayout.FloatField(new GUIContent("Rotation Tightness", "Higher values will result in snappier camera rotations, lower values will have a camera that takes a while to catch up to the ship's rotations."), cam.rotation_tightness);


        cam.shake_on_afterburn = EditorGUILayout.BeginToggleGroup(new GUIContent("Shake on Afterburner", "The camera will shake when afterburners are engaged."), cam.shake_on_afterburn);

        cam.afterburner_Shake_Amount = EditorGUILayout.FloatField(new GUIContent("Shake Amount", "Amount the camera will shake when afterburners are active."), cam.afterburner_Shake_Amount);

        EditorGUILayout.EndToggleGroup();

        cam.yawMultiplier = EditorGUILayout.FloatField(new GUIContent("Yaw Multiplier", "Affects the amount of the camera's yaw when the player turns left or right. This will usually be very small number (0.005)"), cam.yawMultiplier);

        if (GUI.changed)
        {
            EditorUtility.SetDirty(target);
        }
    }
コード例 #2
0
    void SetupPlayer(Player player)
    {
        CameraFlightFollow  cameraFlight = Instantiate(playerCameraPrefab, transform, true);
        PlayerFlightControl flight       = player.GetComponent <PlayerFlightControl>();

        player.CameraFlight      = cameraFlight;
        player.hitScanner        = cameraFlight.GetComponent <HitScanner>();
        player.hitScanner.player = player;

        cameraFlight.SetPlayerFlightControl(flight);
    }
コード例 #3
0
    public static CameraFlightFollow instance;      //The instance of this class. Should only be one.


    void Awake()
    {
        instance = this;
        //Invoke("SetCamera",6);
        StartCoroutine(PrepareCam());
    }
コード例 #4
0
ファイル: LandTakeOff.cs プロジェクト: paraszen/ExploWorld
 void Start()
 {
     groundCameraScript = GetComponent <SimpleCameraController>();
     cpointer           = GetComponent <CustomPointer>();
     airCameraScript    = GetComponent <CameraFlightFollow>();
 }
コード例 #5
0
    public static CameraFlightFollow instance;      //The instance of this class. Should only be one.


    void Awake()
    {
        instance = this;
    }
コード例 #6
0
    public static CustomPointer instance; //The instance of this class (Should only be one)
    // Use this for initialization

    void Awake()
    {
        pointerPosition = new Vector2(Screen.width / 2, Screen.height / 2);          //Set pointer position to center of screen
        instance        = this;
        camera          = GetComponent <CameraFlightFollow>();
    }