void SetNewCameraBounds() { Camera.main.orthographicSize = CameraSizeForRoom; CameraAlign cam = Camera.main.gameObject.GetComponent <CameraAlign>(); cam.SetNewBounds(_collider.bounds); }
//this add camera movement on transition public static void MoveToSceneFrom <From, To>(bool aditive = true, direction_to_move move_to = direction_to_move.right, System.Action <To> callback = null) where From : SceneController where To : SceneController { // Disable interaction on everything foreach (SceneController controller in SceneRepository.GetAllScenes()) { controller.SetInteractable(false); } SceneRepository.LoadScene <To> (true, true, delegate(To loadedSceneController) { // Cleanup assets Resources.UnloadUnusedAssets(); CameraAlign camAlign = Camera.main.gameObject.GetComponent <CameraAlign>(); if (camAlign != null) { camAlign.SetNewPosition(move_to, delegate(){ if (!aditive) { SceneRepository.UnloadScene <From>(); } if (callback != null) { callback(loadedSceneController); } }); } else { Debug.Log("----------Errorrrrrrr cam is null"); } }); }
public void Awake() { Instance = this; }