private void CameraManager_PositionChanged(PoolCamera camera) { if (CameraManager.State is FocusCameraState) { Game.Player.transform.position = camera.transform.parent.position; Game.Player.transform.rotation = camera.transform.parent.rotation; } }
private void Camera_Updated(PoolCamera value) { if (!UIUtil.IsMouseOverUI()) { FocusCameraDirectionRule.Execute(); } //Camera.transform.LookAt(FocusedGameObject.transform); Camera.transform.localRotation = Quaternion.Euler(23.445f, 0.0f, 0.0f); Camera.transform.parent.transform.position = FocusedGameObject.transform.position; OnCameraPositionChanged(); }
public FocusCameraState(PoolCamera camera, GameObject focusedGameObject) : base(camera) { FocusedGameObject = focusedGameObject; }
public FocusCameraState(PoolCamera camera, GameObject focusedGameObject, Quaternion initialRotation) : this(camera, focusedGameObject) { InitialRotation = initialRotation; }
public TopCameraState(PoolCamera camera) : base(camera) { }
public ReplayCameraState(PoolCamera camera) : base(camera) { }
public TournamentCameraState(PoolCamera camera) : base(camera) { }
public ConstantCameraState(PoolCamera camera) : base(camera) { }
public InitialCameraState(PoolCamera camera) : base(camera) { }
public BaseCameraState(PoolCamera camera) { Camera = camera; }
private void State_CameraPositionChanged(PoolCamera camera) { PositionChanged?.Invoke(camera); }