// Use this for initialization void Start() { // la cam1 es la que va a estar habilitada cam1.GetComponent <Camera> ().enable = true; // la cam2 va a estar deshabilitada cam2.GetComponent <Camera> ().enable = false; }
void OnTriggerStay2D(Collider2D col) { if (col.gameObject.GetComponent <player>()) { Debug.Log("hi"); var oldpos = new Vector3(this.transform.position.x, this.transform.position.y, this.transform.position.y); var newpos = new Vector3(this.transform.position.x, yhight, this.transform.position.z); camara.transform.position = Vector3.Lerp(this.transform.position, newpos, 10); //if(player.transform.position.y != newpos.y) //{ // camara.transform.position = Vector3.Lerp(this.transform.position, oldpos, 0.05f); //} if (locks) { camara.GetComponent <camera>().lockcamera = true; camara.GetComponent <camera>().playerfollow = false; } if (locks == false) { camara.GetComponent <camera>().lockcamera = false; camara.GetComponent <camera>().playerfollow = true; } } }
void Start() { //anim = GetComponent<Animator>(); cont = GetComponent <CharacterController>(); on = false; //anim.SetBool("on", on); jumpon = false; accorot = 0; cameraanim = cam.GetComponent <Animator>(); health = 100; }