public void LookAt(look lookAt) { switch (lookAt) { case look.up: viewDirection = Vector2.up; break; case look.down: viewDirection = -Vector2.up; break; case look.right: viewDirection = Vector2.right; break; case look.left: viewDirection = -Vector2.right; break; default: Debug.Log("Wrong State"); break; } }
// Update is called once per frame void Update() { if (wasLocked == true && (Input.GetMouseButtonDown(0) || Input.GetKeyDown(KeyCode.A) || Input.GetKeyDown(KeyCode.S) || Input.GetKeyDown(KeyCode.D))) { cameraPos = getCamera.GetComponent <look>(); cameraPosF = cameraPos.Camerafoward; Vector3 tmp = GameObject.FindGameObjectWithTag("Player").transform.position; Debug.Log(tmp); beforeTelport = tmp; Instantiate(teleBall, new Vector3(cameraPosF.x, cameraPosF.y, cameraPosF.z), Quaternion.identity); } if (wasLocked == false && Input.GetMouseButtonDown(0)) { MouseLock(); } if (wasLocked == true && Input.GetKeyDown(KeyCode.Escape)) { MouseLockCancel(); } if (gameGoal == true) { time += Time.deltaTime; if (time >= 1.0f) { glitch = getCamera.GetComponent <GlitchFx>(); glitch.intensity += 0.001f; } } }
// Update is called once per frame void Update() { cameraPos = getCamera.GetComponent <look>(); cameraPosF = cameraPos.Camerafoward; this.gameObject.transform.position = cameraPosF; }