public static void CheckCameraCollision(Ped ped, Vector3 cameraFocusPos) { Vector3 castFrom = cameraFocusPos; float distance; Vector3 castDir = -ped.Camera.transform.forward; // use distance from gun aiming offset ? if (ped.CurrentWeapon != null && ped.CurrentWeapon.GunAimingOffset != null) { // Vector3 desiredCameraPos = this.transform.TransformPoint (- _player.CurrentWeapon.GunAimingOffset.Aim) + Vector3.up * .5f; // Vector3 desiredCameraPos = this.transform.TransformPoint( new Vector3(0.8f, 1.0f, -1) ); Vector3 desiredCameraPos = cameraFocusPos + ped.Camera.transform.TransformVector(ped.WeaponHolder.cameraAimOffset); Vector3 diff = desiredCameraPos - castFrom; distance = diff.magnitude; castDir = diff.normalized; } else { distance = ped.CameraDistance; } BaseScriptState.CheckCameraCollision(ped, castFrom, castDir, distance); }
public override void CheckCameraCollision() { BaseScriptState.CheckCameraCollision(m_ped, this.GetCameraFocusPos(), -m_ped.Camera.transform.forward, m_ped.CameraDistanceVehicle); }
public virtual void CheckCameraCollision() { BaseScriptState.CheckCameraCollision(m_ped, this.GetCameraFocusPos(), -m_ped.Camera.transform.forward, this.GetCameraDistance()); }
public virtual void RotateCamera() { BaseScriptState.RotateCamera(m_ped, m_ped.MouseMoveInput, m_ped.CameraClampValue.y); }