public void setToOnPosition()
    {
        this.currentState = cameraStates.onPosition;

        this.transform.localEulerAngles        = new Vector3(0, this.cataCrux.parent.localEulerAngles.y - 90, 0);
        Camera.main.transform.localPosition    = new Vector3(-8, 24, 0);
        Camera.main.transform.localEulerAngles = new Vector3(90, -270, -180);
    }
예제 #2
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    public void nextPress()
    {
        switch (currentState)
        {
        case states.MAIN_MENU:
        {
            //Button not visible in this state
            break;
        }

        case states.HELLO:
        {
            tryPress();
            animator.SetTrigger("WHATS_UP");
            titleText.text = words[2];
            currentState   = states.WHATS_UP;
            break;
        }

        case states.WHATS_UP:
        {
            tryPress();
            animator.SetTrigger("WHAT_IS_YOUR_NAME");
            titleText.text = words[3];
            currentState   = states.WHAT_IS_YOUR_NAME;
            break;
        }

        case states.WHAT_IS_YOUR_NAME:
        {
            tryPress();
            animator.SetTrigger("NICE");
            titleText.text = words[4];
            currentState   = states.NICE;
            break;
        }

        case states.NICE:
        {
            tryPress();
            animator.SetTrigger("NICE_TO_MEET_YOU");
            titleText.text = words[5];
            currentState   = states.NICE_TO_MEET_YOU;
            break;
        }

        case states.NICE_TO_MEET_YOU:
        {
            currentCameraState = cameraStates.ORIGINAL;
            cameraAnimator.SetTrigger("CAMERA_REVERSE_SPAN");
            animator.SetTrigger("WAIT");
            buttonText.text = buttonTexts[0];
            titleText.text  = words[0];
            currentState    = states.MAIN_MENU;
            break;
        }
        }
    }
예제 #3
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 // Update is called once per frame
 void Update()
 {
     if (Input.GetButton("Fire3"))
     {
         camState = cameraStates.target;
     }
     else
     {
         camState = cameraStates.behind;
     }
 }
    // Use this for initialization
    void Start()
    {
        this.cameraAimObject = this.cataCrux.transform;

        this.transform.localPosition = this.cameraAimObject.transform.position;

        currentState      = cameraStates.onPosition;
        this.zoomPosition = 0;
        zoomDistances.Add(24);
        zoomDistances.Add(32);
        zoomDistances.Add(40);
    }
예제 #5
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    void Start()
    {
        currentState       = states.MAIN_MENU;
        currentCameraState = cameraStates.INIT;

        titleText      = GetComponent <Text>();
        titleText      = GameObject.Find("TitleText").GetComponent <Text>();
        titleText.text = words[0];

        buttonText      = GameObject.Find("ButtonText").GetComponent <Text>();
        buttonText.text = buttonTexts[0];

        resultImage = GameObject.Find("ResultImage").GetComponent <Image>();
        correct     = Resources.Load <Sprite>("correct");
        incorrect   = Resources.Load <Sprite>("incorrect");

        animator       = GameObject.Find("Human").GetComponent <Animator>();
        cameraAnimator = GameObject.Find("GameObject").GetComponent <Animator>();
    }
예제 #6
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    // Update is called once per frame
    void Update()
    {
        switch (state)
        {
        case cameraStates.DEFAULT:
            if (!cameraBounds.Contains(player.transform.position))
            {
                state = cameraStates.FOLLOW;
            }
            break;

        case cameraStates.FOLLOW:
            transform.position = player.transform.position + offset;
            break;

        default:
            break;
        }
    }
예제 #7
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    public void tryPress()
    {
        if (currentState == states.MAIN_MENU)
        {
            animator.SetTrigger("HELLO");
            buttonText.text = buttonTexts[1];
            titleText.text  = words[1];
            currentState    = states.HELLO;
        }
        else
        {
            switch (currentCameraState)
            {
            case cameraStates.INIT:
            {
                currentCameraState = cameraStates.SPANNED;
                cameraAnimator.SetTrigger("INIT");
                break;
            }

            case cameraStates.ORIGINAL:
            {
                currentCameraState = cameraStates.SPANNED;
                cameraAnimator.SetTrigger("CAMERA_SPAN");
                break;
            }

            case cameraStates.SPANNED:
            {
                currentCameraState = cameraStates.ORIGINAL;
                cameraAnimator.SetTrigger("CAMERA_REVERSE_SPAN");
                break;
            }
            }
        }
    }
    // Update is called once per frame
    void Update()
    {
        this.transform.localPosition = this.cameraAimObject.position;

        if (InputManager.cameraTypeChange)
        {
            if (this.currentState == cameraStates.onPosition)
            {
                this.currentState = cameraStates.transitionState;

                Camera.main.transform.DOPause();

                this.transform.DOLocalRotate(new Vector3(0, 0, 0), 0.5f).SetEase(Ease.InExpo);
                Camera.main.transform.DOLocalMove(new Vector3(-8, 150, 0), 0.5f).SetEase(Ease.InExpo);
                Camera.main.transform.DOLocalRotate(new Vector3(90, 270, 0), 0.5f).SetEase(Ease.InExpo).OnComplete(() =>
                {
                    this.currentState = cameraStates.topView;
                });
            }
            else if (this.currentState == cameraStates.topView)
            {
                this.currentState = cameraStates.transitionState;

                this.zoomPosition = 0;

                Camera.main.transform.DOPause();

                this.transform.DOLocalRotate(new Vector3(0, this.cataCrux.parent.localEulerAngles.y - 90, 0), 0.5f).SetEase(Ease.InExpo);
                Camera.main.transform.DOLocalMove(new Vector3(-8, 24, 0), 0.5f).SetEase(Ease.InExpo);
                Camera.main.transform.DOLocalRotate(new Vector3(90, -270, -180), 0.5f).SetEase(Ease.InExpo).OnComplete(() =>
                {
                    this.currentState = cameraStates.onPosition;
                });
            }
        }
    }
예제 #9
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        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                this.Exit();
            }

            //FullScreen
            if (Keyboard.GetState().IsKeyDown(Keys.F))
            {
                graphics.ToggleFullScreen();
            }

            switch (cameraState)
            {
            case cameraStates.FreeCamera:
                //Updates the freecamera method
                freeCameraUpdate(gameTime);

                //Changing the cameratate to the corresponding class
                if (Keyboard.GetState().IsKeyDown(Keys.NumPad2))
                {
                    cameraState = cameraStates.ArcBallCamera;
                }
                if (Keyboard.GetState().IsKeyDown(Keys.NumPad3))
                {
                    cameraState = cameraStates.ChaseCamera;
                }
                if (Keyboard.GetState().IsKeyDown(Keys.NumPad4))
                {
                    cameraState = cameraStates.ChaseRotationCamera;
                }


                break;

            case cameraStates.ArcBallCamera:

                //Updates the arcballCamera method
                arcBallCameraUpdate(gameTime);

                //Changing the camerastate to the corresponding class
                if (Keyboard.GetState().IsKeyDown(Keys.NumPad1))
                {
                    cameraState = cameraStates.FreeCamera;
                }
                if (Keyboard.GetState().IsKeyDown(Keys.NumPad3))
                {
                    cameraState = cameraStates.ChaseCamera;
                }
                if (Keyboard.GetState().IsKeyDown(Keys.NumPad4))
                {
                    cameraState = cameraStates.ChaseRotationCamera;
                }


                break;

            case cameraStates.ChaseCamera:

                //Updates the chaseCamera method
                ChaseCamera(gameTime);

                //Updates the camera method
                UpdateCamera(gameTime);

                //Changing the cameratate to the corresponding class
                if (Keyboard.GetState().IsKeyDown(Keys.NumPad1))
                {
                    cameraState = cameraStates.FreeCamera;
                }
                if (Keyboard.GetState().IsKeyDown(Keys.NumPad2))
                {
                    cameraState = cameraStates.ArcBallCamera;
                }
                if (Keyboard.GetState().IsKeyDown(Keys.NumPad4))
                {
                    cameraState = cameraStates.ChaseRotationCamera;
                }


                break;

            case cameraStates.ChaseRotationCamera:
                //Updates the ChaseRotationCamera method
                ChaseRotationCamera(gameTime);

                //Updates the camera method
                UpdateCamera(gameTime);

                //Changing the camerastate to the corresponding class
                if (Keyboard.GetState().IsKeyDown(Keys.NumPad1))
                {
                    cameraState = cameraStates.FreeCamera;
                }
                if (Keyboard.GetState().IsKeyDown(Keys.NumPad2))
                {
                    cameraState = cameraStates.ArcBallCamera;
                }
                if (Keyboard.GetState().IsKeyDown(Keys.NumPad3))
                {
                    cameraState = cameraStates.ChaseCamera;
                }
                break;
            }


            base.Update(gameTime);
        }