/// <summary> /// On awake, we initialize our stuff /// </summary> protected override void Awake() { Initialize(); _renderer = GetComponent <Renderer>(); _rigidbodyInterface.IsKinematic(true); _flameAnimator = Flame.GetComponent <Animator>(); _explosionAnimator = Explosion.GetComponent <Animator>(); _camera = GameObject.FindGameObjectWithTag("MainCamera").GetComponent <CameraBehavior>(); }
/// <summary> /// Adds 2 buttons to the camera's inspector that allow for easier setup. /// Just position the camera at the min or max position you'd like it to have ingame, and press the corresponding button. /// It will auto-fill the corresponding variables. /// </summary> public override void OnInspectorGUI() { DrawDefaultInspector(); CameraBehavior _cameraBehavior = (CameraBehavior)target; if (GUILayout.Button("Set Current Camera Position as Minimum Zoom")) { _cameraBehavior.MinimumZoom = _cameraBehavior.transform.position; _cameraBehavior.MinimumZoomOrthographic = _cameraBehavior.GetComponent <Camera>().orthographicSize; } if (GUILayout.Button("Set Current Camera Position as Maximum Zoom")) { _cameraBehavior.MaximumZoom = _cameraBehavior.transform.position; _cameraBehavior.MaximumZoomOrthographic = _cameraBehavior.GetComponent <Camera>().orthographicSize; } }
/// <summary> /// On start, we store the explosion's animator and the camera for further use /// </summary> void Start() { _explosionAnimator = Explosion.GetComponent <Animator>(); _camera = GameObject.FindGameObjectWithTag("MainCamera").GetComponent <CameraBehavior>(); }