public void ResetCamera() { targetTransform.position = Vector3.zero; transform.position = targetTransform.position - initDistanceToCenter * transform.forward; Vector3 direction = (targetTransform.position - transform.position).normalized; transform.rotation = Quaternion.LookRotation(direction, Vector3.up); perpendToViewplane.SetNormalAndPosition(Vector3.up, Vector3.zero); lockedTransform = null; state = CameraState.isIdling; isLocked = false; lockedTransform = null; distanceTozero = transform.position.magnitude; xDeg = MathLibrary.AngleSigned(Vector3.right, transform.right, Vector3.up); yDeg = Vector3.Angle(Vector3.up, transform.up); }