public void MoveCameraTo(int positionIndex) { Vector3 positionTarget = Vector3.zero; Vector3 rotationTarget = Vector3.zero; _orthoSize = _mainCamera.orthographicSize; // save front position if we move camera if (_cameraPositionState == CameraPositions.front && transform.position != frontObjectRef.transform.position) { PlayerPrefs_AM.SetVector3("Front View Position", transform.position); PlayerPrefs_AM.SetVector3("Front View Rotation", transform.rotation.eulerAngles); frontObjectRef.GetComponent <PlayerPrefsTransform>().Load(); Debug.Log("Front view saved"); } switch (positionIndex) { case 0: positionTarget = frontObjectRef.transform.position; rotationTarget = frontObjectRef.transform.rotation.eulerAngles; _mainCamera.orthographic = false; _cameraPositionState = CameraPositions.front; break; case 1: positionTarget = sideObjectRef.transform.position; rotationTarget = sideObjectRef.transform.rotation.eulerAngles; _mainCamera.orthographic = true; _cameraPositionState = CameraPositions.side; break; case 2: positionTarget = upObjectRef.transform.position; rotationTarget = upObjectRef.transform.rotation.eulerAngles; _mainCamera.orthographic = true; _cameraPositionState = CameraPositions.up; break; case 3: positionTarget = customObjectRef.transform.position; rotationTarget = customObjectRef.transform.rotation.eulerAngles; _mainCamera.orthographic = false; _cameraPositionState = CameraPositions.custom; break; default: break; } _mainCamera.transform.DOMove(positionTarget, movementDuration); _mainCamera.transform.DORotate(rotationTarget, movementDuration); _mainCamera.orthographicSize = _orthoSize; }
void OnDestroy() { PlayerPrefs_AM.SetFloat("orthoSize", _orthoSize); // save front position if (_cameraPositionState == CameraPositions.front && transform.position != frontObjectRef.transform.position) { PlayerPrefs_AM.SetVector3("Front View Position", transform.position); PlayerPrefs_AM.SetVector3("Front View Rotation", transform.rotation.eulerAngles); Debug.Log("Front view saved"); } }
public void SaveTemp() { PlayerPrefs_AM.SetVector3(_tempKey, new Vector3(float.Parse(XInputField.text), float.Parse(YInputField.text), float.Parse(ZInputField.text)), true); }
public void Save() { PlayerPrefs_AM.SetVector3(positionKey, transform.position); PlayerPrefs_AM.SetVector3(rotationKey, transform.rotation.eulerAngles); }
public void Save() { PlayerPrefs_AM.SetVector3(key, new Vector3(float.Parse(XInputField.text), float.Parse(YInputField.text), 0)); }