public void step() { if (cameraState != CameraMoveState.NotMoving) { cameraMoving = true; switch (cameraState) { case CameraMoveState.MoveOut: if (currentNode.previous != null) { currentNode = currentNode.previous; } if (areX_AtRoot(currentNode)) { cameraState = CameraMoveState.MoveVertically; } break; case CameraMoveState.MoveVertically: if (currentNode.nodeYIndex > endNode.nodeYIndex) { currentNode = levels[currentNode.nodeYIndex - 1]; } else if (currentNode.nodeYIndex < endNode.nodeYIndex) { currentNode = levels[currentNode.nodeYIndex + 1]; } if (areYsEqual(currentNode, endNode)) { cameraState = CameraMoveState.MoveIn; } break; case CameraMoveState.MoveIn: if (currentNode.next != null) { currentNode = currentNode.next; } if (areXsEquals(currentNode, endNode)) { cameraState = CameraMoveState.NotMoving; } break; } if (areNodesEqual(currentNode, endNode)) { cameraState = CameraMoveState.NotMoving; } } }
private void Awake() { _moveState = gameObject.AddComponent <CameraMoveState>(); _objectSelectedState = gameObject.AddComponent <CameraObjectSelectedState>(); _playerState = gameObject.AddComponent <CameraPlayerState>(); _state = _moveState; }
public void gotoTarget() { onDeparture(); if (areYsEqual(currentNode, endNode) && currentNode.nodeXIndex < endNode.nodeXIndex) { cameraState = CameraMoveState.MoveIn; } else { cameraState = CameraMoveState.MoveOut; } move(); }
private void Awake() { if (!instance) { instance = this; } else { Destroy(gameObject); } cameraState = CameraMoveState.NotMoving; for (int i = 0; i < levels.Count; i++) { levels[i].nodeYIndex = i; } defaultNode = levels[0]; }
public void changeMoveState(CameraMoveState t, float axis) { moveState = t; this.axis = axis; }
public void setCameraState(CameraMoveState state) { myState = state; }