/// <summary> /// Fires when the state exits, before the next state is entered into. /// </summary> public override void OnStateExit() { player.StartWallJumpMuting(); float leftDist = player.DistanceToLeftWall(); float rightDist = player.DistanceToRightWall(); if (player.IsTouchingLeftWall() || leftDist < rightDist) { physics.Velocity = settings.WallJump; } else if (player.IsTouchingRightWall() || rightDist >= leftDist) { physics.Velocity = new Vector2(-settings.WallJump.x, settings.WallJump.y); } if (cam == null) { cam = FindObjectOfType <TargettingCamera>(); } if (cam != null) { TargettingCamera.ResetTracking(false, true); } }
//--------------------------------------------------------------------- // Unity API //--------------------------------------------------------------------- /// <summary> /// Grabs references to the vCam's settings and to the TargettingCamera /// </summary> private void Awake() { cameraSettings = transform.GetComponentInChildren <Camera>(); if (cam == null) { cam = FindObjectOfType <TargettingCamera>(); } }
//--------------------------------------------------------------------- // Public Interface //--------------------------------------------------------------------- /// <summary> /// Makes this virtual camera the target of the TargettingCamera /// </summary> public void Activate() { if (cam == null) { cam = FindObjectOfType <TargettingCamera>(); } if (cam != null) { cam.SetTarget(cameraSettings, PanSpeed); } }
public void Shake() { if (cam == null) { cam = FindObjectOfType <TargettingCamera>(); } if (cam != null) { cam.CameraShake(Duration, Delay, Intensity); } }
//------------------------------------------------------------------------- // Unity API //------------------------------------------------------------------------- private void Start() { if (background == null) { background = transform; } if (targettingCamera == null) { targettingCamera = FindObjectOfType <TargettingCamera>(); } originalPosition = background.position; }
/// <summary> /// Activate the vCam the player is standing completely within over a partial collision. /// </summary> /// <param name="col">The collider that's intersecting the vCam collider</param> public void PullTriggerStay2D(Collider2D col) { if (col.gameObject.CompareTag("Player")) { if (TargettingCamera.target == null) { if (cam == null) { cam = FindObjectOfType <TargettingCamera>(); } TargettingCamera.ClearTarget(); } if (TargettingCamera.target.transform.position != transform.position) { Activate(); } } }
private void ResetScene() { ResetManager.Reset(); player.Respawn(); TargettingCamera.ClearTarget(); }
public void Unfocus() { TargettingCamera.ClearTarget(); }
//------------------------------------------------------------------------- // Unity API //------------------------------------------------------------------------- private void Awake() { targettingCamera = FindObjectOfType <TargettingCamera>(); }
/// <summary> /// Removes the target from the TargettingCamera /// </summary> public void Deactivate() { TargettingCamera.ClearTarget(); }
//------------------------------------------------------------------------- // Auto Node API //------------------------------------------------------------------------- public override void Handle(GraphEngine graphEngine) { TargettingCamera.ClearTarget(); }