/// <summary> /// Handles the switch camera node. /// </summary> /// <param name="sender">Sender.</param> /// <param name="e">E.</param> void HandleSwitchCameraNode (object sender, CamSwitchArgs e) { if (e.PrevActiveCamera == null) { return; } if (camNode == e.PrevActiveCamera) { _exitSequence.Play(); } }
void HandleSwitchCameraNode (object sender, CamSwitchArgs e) { if (_renderer != null) { if(e.NewActiveCamera.IsCloseupCam) { _renderer.enabled = false; } else if(e.PrevActiveCamera != null && e.PrevActiveCamera.IsCloseupCam && !e.NewActiveCamera.IsCloseupCam) { _renderer.enabled = true; } } }
/// <summary> /// Handles camera node switch /// </summary> /// <param name="sender">Sender.</param> /// <param name="e">E.</param> void HandleSwitchCameraNode (object sender, CamSwitchArgs e) { // If this character is active then track the latest camera if (IsActive) { _lastCamSinceActive = e.NewActiveCamera.Key; } }