コード例 #1
0
    private Vector3 getNewPos(E_CamType type, PlayerData data)
    {
        if (type == E_CamType.CAM_3D_AIR)
        {
            return(Camera3DAirPos(data));
        }
        else if (type == E_CamType.CAM_3D_GROUND)
        {
            return(Camera3DGroundPos(data));
        }
        else if (type == E_CamType.CAM_3D_MOVING_BOX)
        {
            return(Camera3DMoveingBoxPos(data));
        }

        return(Camera2DPos(data));
    }
コード例 #2
0
    private Quaternion getNewRot(E_CamType type, PlayerData data)
    {
        if (type == E_CamType.CAM_3D_AIR)
        {
            return(Camera3DAirRot(data));
        }
        else if (type == E_CamType.CAM_3D_GROUND)
        {
            //return Camera3DGroundRot(data);
            return(Camera3DAirRot(data));
        }
        else if (type == E_CamType.CAM_3D_MOVING_BOX)
        {
            return(Camera3DMovingBoxRot(data));
        }

        return(Camera2DRot(data));
    }
コード例 #3
0
    void Start()
    {
        m_player = FindObjectOfType <PlayerStateMachine>();

        Vector3 playerPos = m_player.gameObject.transform.position;

        gameObject.transform.position = new Vector3(playerPos.x, playerPos.y + 3.0f, -8.0f);

        m_transitionTimer        = new Timer();
        m_transitionTimer.m_time = 0.2f;

        if (m_player && m_player.m_data.m_use3D)
        {
            m_currentCam = E_CamType.CAM_3D_AIR;
            m_nextCam    = E_CamType.CAM_3D_AIR;
        }
        else
        {
            m_currentCam = E_CamType.CAM_2D;
            m_nextCam    = E_CamType.CAM_2D;
        }
    }
コード例 #4
0
    void LateUpdate()
    {
        // this is teh only player input that directly affects the camera system
        ///if (Input.GetButtonDown("ResetCamera"))
        ///{
        ///    m_verticalTilt = 0.0f;
        ///}
        ///
        ///m_verticalTilt += Input.GetAxis("Mouse Y") * Time.deltaTime * 60.0f;
        ///m_verticalTilt += Input.GetAxis("Right Stick Y") * Time.deltaTime * 60.0f * 2.0f;
        ///m_verticalTilt = Mathf.Clamp(m_verticalTilt, m_minVerticalTilt, m_maxVerticalTilt);

        if (Time.deltaTime > 0.0f)
        {
            float previousOffsetX = m_offsetX;
            float previousOffsetY = m_offsetY;

            m_offsetX = Input.GetAxisRaw("Right Stick X") * (Input.GetAxisRaw("Right Stick X") > 0 ? m_maxOffsetX : -m_minOffsetX);
            m_offsetY = Input.GetAxisRaw("Right Stick Y") * (Input.GetAxisRaw("Right Stick Y") > 0 ? m_maxOffsetY : -m_minOffsetY);

            if (m_offsetX > previousOffsetX + m_offsetXMovmentSpeed)
            {
                m_offsetX = previousOffsetX + m_offsetXMovmentSpeed;
            }
            else if (m_offsetX < previousOffsetX - m_offsetXMovmentSpeed)
            {
                m_offsetX = previousOffsetX - m_offsetXMovmentSpeed;
            }

            if (m_offsetY > previousOffsetY + m_offsetYMovmentSpeed)
            {
                m_offsetY = previousOffsetY + m_offsetYMovmentSpeed;
            }
            else if (m_offsetY < previousOffsetY - m_offsetYMovmentSpeed)
            {
                m_offsetY = previousOffsetY - m_offsetYMovmentSpeed;
            }
        }

        // makes all movments relative to the charicter the player is controling
        PlayerData followData = m_player.getFollowData();

        if (!followData.m_use3D)
        {
            m_nextCam = E_CamType.CAM_2D;
        }
        else
        {
            if (followData.GetVelocity().y != -9.81f)
            {
                m_nextCam = E_CamType.CAM_3D_AIR;
            }
            else if (followData.m_moveingBox)
            {
                m_nextCam = E_CamType.CAM_3D_MOVING_BOX;
            }
            else
            {
                m_nextCam = E_CamType.CAM_3D_GROUND;
            }
        }

        m_transitionTimer.Cycle();

        if (m_currentCam != m_nextCam)
        {
            if (!m_transitionTimer.m_playing)
            {
                m_transitionTimer.Play();
            }

            gameObject.transform.rotation = Quaternion.Slerp(getNewRot(m_currentCam, followData), getNewRot(m_nextCam, followData), m_transitionTimer.GetLerp());
            gameObject.transform.position = Vector3.Lerp(getNewPos(m_currentCam, followData), getNewPos(m_nextCam, followData), m_transitionTimer.GetLerp());

            if (m_transitionTimer.m_completed)
            {
                m_currentCam = m_nextCam;
                m_transitionTimer.Stop();
            }
        }
        else
        {
            m_transitionTimer.Stop();

            ///if (m_currentCam == E_CamType.CAM_2D)
            ///{
            ///    m_verticalTilt = 0.0f;
            ///}

            gameObject.transform.rotation = getNewRot(m_currentCam, followData);
            gameObject.transform.position = getNewPos(m_currentCam, followData);
        }
    }