public override void execute() { GameCamera camera = (mReceiver) as GameCamera; camera.linkTarget(mLinkerName, mTarget); if (mTarget != null) { CameraLinker linker = camera.getComponent(mLinkerName) as CameraLinker; if (linker != null) { linker.setLookAtTarget(mLookAtTarget); linker.setLookAtOffset(mLookatOffset); // 不使用原来的相对位置,则设置新的相对位置 if (!mUseOriginRelative) { linker.setRelativePosition(mRelativePosition, mSwitchType, mUseLastSwitchSpeed, mSwitchSpeed); } if (mImmediately) { linker.applyRelativePosition(linker.getNormalRelativePosition()); } } else if (mLinkerName != "") { UnityUtility.logError("linker name is not empty, but can not find linker, name : " + mLinkerName); } } }
public override void execute() { GameCamera camera = (mReceiver) as GameCamera; camera.linkTarget(mLinkerName, mTarget); if (mTarget != null) { CameraLinker linker = camera.getComponent(mLinkerName) as CameraLinker; if (linker != null) { linker.setLookAtTarget(mLookAtTarget); linker.setUseTargetYaw(mUseTargetYaw); linker.setLookAtOffset(mLookatOffset); // 不使用原来的相对位置,则设置新的相对位置 if (!mUseOriginRelative) { linker.setRelativePosition(mRelativePosition, mSwitchType, mUseLastSwitchSpeed, mSwitchSpeed); } } } }
public override void execute() { GameCamera camera = mReceiver as GameCamera; camera.linkTarget(mLinker, mTarget); if (mTarget != null) { // 停止正在进行的摄像机运动 OT.MOVE(camera, camera.getPosition()); OT.ROTATE(camera, camera.getRotation()); mLinker.setLookAtTarget(mLookAtTarget); mLinker.setLookAtOffset(mLookatOffset); // 不使用原来的相对位置,则设置新的相对位置 if (!mUseOriginRelative) { mLinker.setRelativePosition(mRelativePosition, mSwitchType, mUseLastSwitchSpeed, mSwitchSpeed); } if (mImmediately) { mLinker.applyRelativePosition(mLinker.getNormalRelativePosition()); } } }