public IEnumerator Transposer() { CinemachineTransposer component = vcam.AddCinemachineComponent <CinemachineTransposer>(); component.m_XDamping = 0; component.m_YDamping = 0; component.m_ZDamping = 0; component.m_FollowOffset = new Vector3(0, 0, 0); vcam.Follow = followObject.transform; followObject.transform.position += new Vector3(10, 0, 0); yield return(null); Assert.IsTrue(vcam.State.FinalPosition == followObject.transform.position); }
public void FollowRing(Transform obj) { vcam_follow_ring.Follow = obj; vcam_follow_ring.LookAt = obj; CinemachineTransposer transposer = vcam_follow_ring.GetCinemachineComponent <CinemachineTransposer> (); Vector3 offset = transposer.m_FollowOffset; offset.z = Mathf.Sign(obj.transform.position.z) * Mathf.Abs(offset.z); transposer.m_FollowOffset = offset; vcam_follow_ring.gameObject.SetActive(true); DisableAllCamerasExcept(vcam_follow_ring); }
public IEnumerator Transposer() { CinemachineTransposer component = vcam.AddCinemachineComponent <CinemachineTransposer>(); component.m_XDamping = 0; component.m_YDamping = 0; component.m_ZDamping = 0; component.m_FollowOffset = new Vector3(0, 0, 0); vcam.Follow = followObject.transform; followObject.transform.position += new Vector3(10, 0, 0); yield return(null); Assert.That(vcam.State.FinalPosition, Is.EqualTo(followObject.transform.position).Using(Vector3EqualityComparer.Instance)); }
// runs on start if player is ours public override void OnStartAuthority() { // cache component transposer = virtualCamera.GetCinemachineComponent <CinemachineTransposer>(); // enable camera for specific player virtualCamera.gameObject.SetActive(true); // enable this component enabled = true; // hide & lock cursor to center of screen Cursor.lockState = CursorLockMode.Locked; // hook up controls InputManager.Controls.Player.Look.performed += ctx => Look(ctx.ReadValue <Vector2>()); }
override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if (Transposer == null) { Transposer = CameraManager.Instance.CAM_CONTROLLER.DefaultCam.GetCinemachineComponent <CinemachineTransposer>(); DefaultOffsetX = Transposer.m_FollowOffset.x; ZoomOutOffsetX = DefaultOffsetX * 10f; } for (int i = 0; i < (int)CameraTrigger.COUNT; i++) { CameraManager.Instance.CAM_CONTROLLER.ANIMATOR. ResetTrigger(HashManager.Instance.ArrCameraParams[(int)i]); } }
public void Awake() { virtualCameraTransposers = new CinemachineTransposer[camerasTransforms.Length]; virtualCameras = new CinemachineVirtualCamera[camerasTransforms.Length]; for (int i = 0; i < camerasTransforms.Length; i++) { virtualCameras[i] = camerasTransforms[i].GetComponent <CinemachineVirtualCamera>(); virtualCameraTransposers[i] = virtualCameras[i].GetCinemachineComponent <CinemachineTransposer>(); camerasTransforms[i].gameObject.SetActive(false); } orbitalCameraTransposer = orbitalCameraTransform.GetComponent <CinemachineVirtualCamera>().GetCinemachineComponent <CinemachineTransposer>(); camerasTransforms[currentCameraIndex].gameObject.SetActive(true); }
public override void Init(UnityEngine.Camera camera) { freeLookTopRig = defaultVirtualCameraAsFreeLook.GetRig(0).GetCinemachineComponent <CinemachineTransposer>(); freeLookTopRigOriginalBodyDamping = new Vector3(freeLookTopRig.m_XDamping, freeLookTopRig.m_YDamping, freeLookTopRig.m_ZDamping); freeLookMidRig = defaultVirtualCameraAsFreeLook.GetRig(1).GetCinemachineComponent <CinemachineTransposer>(); freeLookMidRigOriginalBodyDamping = new Vector3(freeLookMidRig.m_XDamping, freeLookMidRig.m_YDamping, freeLookMidRig.m_ZDamping); freeLookBotRig = defaultVirtualCameraAsFreeLook.GetRig(2).GetCinemachineComponent <CinemachineTransposer>(); freeLookBotRigOriginalBodyDamping = new Vector3(freeLookBotRig.m_XDamping, freeLookBotRig.m_YDamping, freeLookBotRig.m_ZDamping); cameraDampOnSprint = new CameraDampOnSprint(cameraSprintDampingSettings, defaultVirtualCameraAsFreeLook, characterYAxis); cameraDampOnGroundType = new CameraDampOnGroundType(cameraDampOnGroundTypeSettings, cameraTargetProbe); cameraFreefall = new CameraFreefall(cameraFreefallSettings, defaultVirtualCameraAsFreeLook); base.Init(camera); }
private void FixedUpdate() { if (flying) { transform.position += transform.up * thrustSpeed * Time.deltaTime; CinemachineTransposer transposer = flyingVcam.GetCinemachineComponent <CinemachineTransposer>(); Vector3 toPlanet = Game.Instance.CurPlanet.transform.position - transform.position; float distFactor = flyingCamFactor.Evaluate(toPlanet.magnitude) * flyingCamOffset * (landing ? -1 : 1); transposer.m_FollowOffset.y = distFactor; } }
private void CreateDefaultClearShot() { followClearshotGO = new GameObject("Default follow ClearShot"); cameraRig = followClearshotGO.AddComponent <CinemachineClearShot>(); cameraRig.m_Priority = 100; followClearshotGO.AddComponent <CinemachineCollider>(); followClearshotGO = new GameObject("Default follow Virtual Camera"); followClearshotGO.transform.SetParent(cameraRig.transform); CinemachineVirtualCamera vcam = followClearshotGO.AddComponent <CinemachineVirtualCamera>(); CinemachineTransposer transposer = vcam.AddCinemachineComponent <CinemachineTransposer>(); vcam.AddCinemachineComponent <CinemachineHardLookAt>(); }
static void DrawTransposerGizmos(CinemachineTransposer target, GizmoType selectionType) { if (target.IsValid) { Color originalGizmoColour = Gizmos.color; Gizmos.color = CinemachineCore.Instance.IsLive(target.VirtualCamera) ? CinemachineSettings.CinemachineCoreSettings.ActiveGizmoColour : CinemachineSettings.CinemachineCoreSettings.InactiveGizmoColour; Vector3 targetPos = target.VirtualCamera.Follow.position; Vector3 desiredPos = target.GetDesiredTargetPosition(); Gizmos.DrawLine(targetPos, desiredPos); Gizmos.DrawWireSphere(desiredPos, HandleUtility.GetHandleSize(desiredPos) / 20); } }
// Use this for initialization void Start() { freeLookVirtualCamera = transform.GetComponent <CinemachineFreeLook>(); transposerVirtualCamera_Rig0 = freeLookVirtualCamera.GetRig(0).GetCinemachineComponent <CinemachineTransposer>(); transposerVirtualCamera_Rig1 = freeLookVirtualCamera.GetRig(1).GetCinemachineComponent <CinemachineTransposer>(); transposerVirtualCamera_Rig2 = freeLookVirtualCamera.GetRig(2).GetCinemachineComponent <CinemachineTransposer>(); pCameraObject.parent = null; gameObject.AddComponent <CinemachineCollider>().m_CollideAgainst = lMask; SetFreeCamVars(); }
// Start is called before the first frame update void Start() { // Debug.LogWarning("Player Gunner Controller has not been ported to the new PhysX system"); // return; turretController = GetComponent <TurretController>(); cam = Camera.main.transform; colliders = transform.root.gameObject.GetComponentsInChildren <PhysXCollider>(); if (gunnerPhotonView == null) { gunnerPhotonView = GetComponent <PhotonView>(); } rigidbodyVehicleId = transform.root.GetComponentInChildren <PhysXRigidBody>().vehicleId; cinemachineTransposer = camera.GetCinemachineComponent <CinemachineTransposer>(); }
void Start() { vcamera = GetComponent <CinemachineVirtualCamera>(); body = vcamera.GetCinemachineComponent <CinemachineTransposer>(); aim = vcamera.GetCinemachineComponent <CinemachineComposer>(); aim.m_DeadZoneWidth = Random.Range(0f, 0.3f); aim.m_SoftZoneWidth = Random.Range(aim.m_DeadZoneWidth, 0.5f); aim.m_DeadZoneHeight = Random.Range(0f, 0.3f); aim.m_SoftZoneHeight = Random.Range(aim.m_DeadZoneHeight, 0.5f); startPos.x = (float)(Random.Range(-3, 4)) / 2; startPos.y = (float)(Random.Range(-1, 2)) / 2; startPos.z = (float)(Random.Range(1, 3)) / 2; endPos.x = -startPos.x;//(float)(Random.Range(-2, 3)) / 2; endPos.y = (float)(Random.Range(-1, 2)) / 2; endPos.z = (float)(Random.Range(1, 3)) / 2; StartCoroutine(RotateAroundTarget()); }
public void IncreaseSize(float size) { // This needs to be seriously re-worked float radInc = size / inverseGrowthFactor; currentRadius += radInc; //itemCollectionTransform.localScale = new Vector3(currentRadius, currentRadius, currentRadius); itemCollectionTransform.DOScale(new Vector3(currentRadius, currentRadius, currentRadius), 0.5f); CinemachineTransposer transposer = playerCamera.GetCinemachineComponent <CinemachineTransposer>(); DOTween.To( () => transposer.m_FollowOffset, x => transposer.m_FollowOffset = x, transposer.m_FollowOffset + new Vector3(0, cameraIncreaseFactor * radInc, -(cameraIncreaseFactor * radInc)), 0.25f) .SetEase(Ease.OutCubic); Debug.Log("Ball Weight: " + currentRadius); Debug.Log("Added " + size + " weight"); }
// Start is called before the first frame update void Start() { //sets the levels enum levels = Levels.MainMenu; //Gets a reference to the playerController pController = player.GetComponent <PlayerController>(); //Gets the players mesh renderer and rigidbody //pRenderer = player.GetComponent<MeshRenderer>(); playerRB = player.GetComponent <Rigidbody>(); //Gets a reference to the turnBasedSystemScript in the playerController turn = GameObject.FindGameObjectWithTag("turn").GetComponent <TurnBasedSystem>(); currentLevel = Levels.Level1; backAudio = cam.GetComponent <AudioSource>(); camBrain = cam.GetComponent <CinemachineBrain>(); //Gets the image component from fade panel fade = fadePanel.GetComponent <Image>(); //Initilize transposer transposer = pController.NormalCamera.GetCinemachineComponent <CinemachineTransposer>(); }
// Start is called before the first frame update private void Start() { _screenWidth = Screen.width; _screenHeight = Screen.height; _rigidBody = GetComponent <Rigidbody>(); State = PlayerState.RAIN; if (GetComponent <VisualState>()) { _visualState = GetComponent <VisualState>(); _visualState.SetMaxHeight(_cloudHeight); _visualState.SetCloudTime(CloudTime); _visualState.StartVisualStates(State); } if (Cinemachine != null) { _transposer = Cinemachine.GetCinemachineComponent <CinemachineTransposer>(); } }
public void SetTarget(GameObject _obj) { gameObject.SetActive(true); targetObject = _obj.transform; spdx = 0; spdy = 0; spdz = 0; targetTime = Time.realtimeSinceStartup; objectTitle.text = targetObject.name; targetPhysicsObject = targetObject.GetComponent <PhysicsObject>(); // Update target camera previewCamCtrlr.m_Follow = targetObject.transform; previewCamCtrlr.m_LookAt = targetObject.transform; CinemachineTransposer transposer = previewCamCtrlr.GetCinemachineComponent <CinemachineTransposer>(); transposer.m_FollowOffset = new Vector3(0.0f, 0.0f, Mathf.Max(targetObject.transform.localScale.z * 10.0f, 1.5f + targetObject.transform.localScale.z));; }
private void Start() { cineCollider = GetComponent <CinemachineCollider>(); composer = GetComponent <CinemachineVirtualCamera>().GetCinemachineComponent <CinemachineComposer>(); transposer = GetComponent <CinemachineVirtualCamera>().GetCinemachineComponent <CinemachineTransposer>(); oSensitivity = sensitivity; oMaxLook = maxLook; oMinLook = minLook; oFollowX = transposer.m_FollowOffset.x; oFollowY = transposer.m_FollowOffset.y; oFollowZ = transposer.m_FollowOffset.z; oXDamp = transposer.m_XDamping; oYDamp = transposer.m_YDamping; oZDamp = transposer.m_ZDamping; oTrackedX = composer.m_TrackedObjectOffset.x; oTrackedY = composer.m_TrackedObjectOffset.y; oTrackedZ = composer.m_TrackedObjectOffset.z; oHDamp = composer.m_HorizontalDamping; oVDamp = composer.m_VerticalDamping; oSoftW = composer.m_SoftZoneWidth; oSoftH = composer.m_SoftZoneHeight; }
static void DrawTransposerGizmos(CinemachineTransposer target, GizmoType selectionType) { if (target.IsValid) { Color originalGizmoColour = Gizmos.color; Gizmos.color = CinemachineCore.Instance.IsLive(target.VirtualCamera) ? CinemachineSettings.CinemachineCoreSettings.ActiveGizmoColour : CinemachineSettings.CinemachineCoreSettings.InactiveGizmoColour; Vector3 up = Vector3.up; CinemachineBrain brain = CinemachineCore.Instance.FindPotentialTargetBrain(target.VirtualCamera); if (brain != null) { up = brain.DefaultWorldUp; } Vector3 targetPos = target.VirtualCamera.Follow.position; Vector3 desiredPos = target.GeTargetCameraPosition(up); Gizmos.DrawLine(targetPos, desiredPos); Gizmos.DrawWireSphere(desiredPos, HandleUtility.GetHandleSize(desiredPos) / 20); } }
Tween CameraLocalMove(Vector3 offset, float time, Ease?ease = null) { CinemachineTransposer t = currentVCam.GetCinemachineComponent <CinemachineTransposer>(); if (t != null) { return(DOTween.To( () => t.m_FollowOffset, value => t.m_FollowOffset = value, currentInitialPosition + offset, time ).SetEase((Ease)(ease == null ? Ease.Linear : ease))); } else { return(DOTween.To( () => currentVCam.transform.position, value => currentVCam.transform.position = value, currentInitialPosition + offset, time ).SetEase((Ease)(ease == null ? Ease.Linear : ease))); } }
// Grid loaded private void OnGridLoaded(GridManager manager) { // Setup cameras that follow cam Transform win = null; foreach (GridProp prop in manager.props) { if (prop.data.isWinProp) { win = prop.transform; break; } } if (win != null) { introWinProp.Follow = win; introWinProp.LookAt = win; } introTimeline.Stop(); pauseTimeline.Stop(); resumeTimeline.Stop(); // Set game distance CinemachineTransposer gameT = gameCamPos.GetCinemachineComponent <CinemachineTransposer>(); Vector3 gameFollow = gameT.m_FollowOffset; gameY = GetBestFitDistance(manager.data.rows, manager.data.columns, manager.tileSize, camera.fieldOfView, gameMargin); gameFollow.y = gameY; gameT.m_FollowOffset = gameFollow; // Set pause distance CinemachineTransposer pauseT = pauseCamPos.GetCinemachineComponent <CinemachineTransposer>(); Vector3 pauseFollow = pauseT.m_FollowOffset; pauseFollow.y = GetBestFitDistance(manager.data.rows, manager.data.columns, manager.tileSize, camera.fieldOfView, pauseMargin); pauseT.m_FollowOffset = pauseFollow; }
private void Awake() { _cinemachine = GetComponent <CinemachineVirtualCamera>(); _transposer = _cinemachine.GetCinemachineComponent <CinemachineTransposer>(); }
void Start() { transposer = GetComponent <CinemachineVirtualCamera>() .GetCinemachineComponent <CinemachineTransposer>(); }
private void Start() { gameManager = GameManager.Instance; inputManager = InputManager.Instance; cameraRef = gameObject.GetComponent <CinemachineVirtualCamera>().GetCinemachineComponent <CinemachineTransposer>(); }
protected override void OnDestroy() { base.OnDestroy(); onVirtualCameraEnter = null; mainCMCameraBody = null; }
void Start() { virtualCamera = GetComponent <CinemachineVirtualCamera>(); cinemachineTransposer = virtualCamera.GetCinemachineComponent <CinemachineTransposer>(); UpdateValues(); }
private void Awake() { virtualTransposer = camera.GetCinemachineComponent <CinemachineTransposer>(); }
void Start() { vcamera = GetComponent <CinemachineVirtualCamera>(); body = vcamera.GetCinemachineComponent <CinemachineTransposer>(); time2Euler = 360f / Period; }
private void Start() { farCameraTransposer = farCamera.GetCinemachineComponent <CinemachineTransposer>(); }
void Start() { cinemachineTransposer = gameObject.GetComponent<CinemachineVirtualCamera>().GetCinemachineComponent<CinemachineTransposer>(); }