private void AddCamPoint(Vector3 pos, Quaternion rot) { TimeLapse.CameraPoint cameraPoint = new TimeLapse.CameraPoint(); cameraPoint.pos = pos; cameraPoint.rot = rot; this.CamPoints.Add(cameraPoint); Debug.Log("Camera Point Added"); }
private void SetSmoothCamPoints() { SmoothCamPoints = new List <CameraPoint>(); int num = this.ScreenShotCount / this.CamPoints.Count <TimeLapse.CameraPoint>(); Vector3[] array = Curver.MakeSmoothCurve((from C in this.CamPoints select C.pos).ToArray <Vector3>(), (float)num); Quaternion[] array2 = Curver.MakeSmoothRost((from C in this.CamPoints select C.rot).ToArray <Quaternion>(), (float)num); for (int i = 0; i < array.Count <Vector3>(); i++) { TimeLapse.CameraPoint cameraPoint = new TimeLapse.CameraPoint(); cameraPoint.pos = array[i]; cameraPoint.rot = array2[i]; this.SmoothCamPoints.Add(cameraPoint); } }
private void SetCamOnPoint(TimeLapse.CameraPoint CP) { this.camera.transform.position = CP.pos; this.camera.transform.rotation = CP.rot; }