private void FillInformation(EnemyOverview currentEnemy) { enemyName.text = currentEnemy.enemy.name; strongPoints.text = currentEnemy.strongPoints; weakPoints.text = currentEnemy.weakPoints; description.text = currentEnemy.description; }
private void LookAtEnemy(EnemyOverview currentEnemy) { Quaternion startRot = Camera.main.transform.rotation; Quaternion endRot = Quaternion.LookRotation(currentEnemy.lookPoint.position - Camera.main.transform.position); Camera.main.transform.rotation = Quaternion.Slerp(startRot, endRot, Time.deltaTime); }
private IEnumerator ShowEnemiesCR() { cameraStartPosition = Camera.main.transform.position; cameraStartRotation = Camera.main.transform.rotation; for (int i = 0; i < enemies.Length; i++) { EnemyOverview current = enemies[i]; Vector3 targetPos = current.lookPoint.position; float distanceToTarget = Vector3.Distance(Camera.main.transform.position, targetPos); while (distanceToTarget > offset) { distanceToTarget = Vector3.Distance(Camera.main.transform.position, targetPos); Camera.main.transform.position = Vector3.Slerp(Camera.main.transform.position, targetPos, Time.deltaTime); LookAtEnemy(current); yield return(null); } FillInformation(current); while (!pressed && !Input.GetKeyDown(KeyCode.Space)) { LookAtEnemy(current); yield return(null); } yield return(null); pressed = false; } Camera.main.transform.position = cameraStartPosition; Camera.main.transform.rotation = cameraStartRotation; finished = true; }