コード例 #1
0
 private void FixedUpdate()
 {
     if (_gameStatuses.Status().Equals(GameStatus.Playing))
     {
         _movementController.Move(_horizontalMove * Time.fixedDeltaTime, _jump);
         _jump = false;
     }
 }
コード例 #2
0
 private void Update()
 {
     if (_gameStatuses.Status() == GameStatus.LevelEnd)
     {
         _camera.fieldOfView = Mathf.Lerp(_camera.fieldOfView, _zoom, _smooth * Time.deltaTime);
     }
 }
コード例 #3
0
    private void FixedUpdate()
    {
        if (_gameStatuses.Status() == GameStatus.Playing)
        {
            Vector3 targetPos = _target.position;

            //Keep camera position in granted values
            if (_yMaxEnabled && _yMinEnabled)
            {
                targetPos.y = Mathf.Clamp(_target.position.y, _yMin, _yMax);
            }
            else if (_yMinEnabled)
            {
                targetPos.y = Mathf.Clamp(_target.position.y, _yMin, _target.position.y);
            }
            else if (_yMaxEnabled)
            {
                targetPos.y = Mathf.Clamp(_target.position.y, _target.position.y, _yMax);
            }

            if (_xMaxEnabled && _xMinEnabled)
            {
                targetPos.x = Mathf.Clamp(_target.position.x, _xMin, _xMax);
            }
            else if (_xMinEnabled)
            {
                targetPos.x = Mathf.Clamp(_target.position.x, _xMin, targetPos.x);
            }
            else if (_xMaxEnabled)
            {
                targetPos.x = Mathf.Clamp(_target.position.x, targetPos.x, _xMax);
            }

            targetPos.z = _cameraTransform.position.z;

            _cameraTransform.position = Vector3.SmoothDamp(_cameraTransform.position, targetPos, ref _curVelocity, _movementSmoothing);
        }
    }