// Start is called before the first frame update void Start() { Typo.Utilities.Cameras.BasicCameraController camScript = FindObjectOfType <Typo.Utilities.Cameras.BasicCameraController>(); if (camScript != null) { camScript.splineFollow.targetSpline = this; } }
// Start is called before the first frame update void Start() { charScript = FindObjectOfType <TombiCharacterController>(); //ikHandler = charScript.GetComponent<IKHandler>(); coll = this.GetComponent <SphereCollider>(); if (charScript != null) { rigidBody = charScript.GetComponent <Rigidbody>(); } camScript = FindObjectOfType <Typo.Utilities.Cameras.BasicCameraController>(); currentActiveRail = FindObjectOfType <PlayerMovementRailV1>(); oldSwingForceMultiplier = swingForceMultiplier; }
// The coroutine runs on its own at the same time as Update() and takes an integer indicating which scene to load. private IEnumerator LoadNewScene(int sceneIndex) { while (fadingOut) { yield return(null); } FindObjectOfType <AudioManager>().StopAllSounds(); // Start an asynchronous operation to load the scene that was passed to the LoadNewScene coroutine. AsyncOperation asyncLoadingScreen = UnityEngine.SceneManagement.SceneManager.LoadSceneAsync(2); while (!asyncLoadingScreen.isDone) { yield return(null); } transitionImage.enabled = false; yield return(new WaitForSeconds(1)); AsyncOperation asyncLoadScene = UnityEngine.SceneManagement.SceneManager.LoadSceneAsync(sceneIndex); // While the asynchronous operation to load the new scene is not yet complete, continue waiting until it's done. while (!asyncLoadScene.isDone) { yield return(null); } loadScene = false; FindObjectOfType <AudioManager>().UpdateSceneTheme(sceneIndex); TombiCharacterController charScript = FindObjectOfType <TombiCharacterController>(); Typo.Utilities.Cameras.BasicCameraController camScript = FindObjectOfType <Typo.Utilities.Cameras.BasicCameraController>(); LevelInfo lInfo = FindObjectOfType <LevelInfo>(); if (lInfo != null) { if (lInfo.isIsometric) { charScript.movementSettings.lockZMovement = false; charScript.movementSettings.moveOnly = true; camScript.Rotation.SetRotation(45f, 45f); camScript.DesiredDistance = 8; camScript.MaxZoomDistance = 8; camScript.MinZoomDistance = 8; } else { charScript.movementSettings.lockZMovement = true; charScript.movementSettings.moveOnly = false; camScript.DesiredDistance = 6; camScript.MaxZoomDistance = 6; camScript.MinZoomDistance = 6; } } if (scenes[sceneIndex].inTransition) { fadingIn = true; StartCoroutine(FadeIn()); if (camScript != null) { camScript.smoothCameraPosition = false; } while (fadingIn) { yield return(null); } } if (scenes[sceneIndex].skyboxMaterial != null) { RenderSettings.skybox = scenes[sceneIndex].skyboxMaterial; } if (camScript != null) { camScript.smoothCameraPosition = true; } if (sceneIndex == 1) { scene = 5; } }