// PUBLIC /// <summary> /// Changes the camera mode. /// </summary> /// <param name="aCameraMode">A camera mode.</param> public void setTargetWayPointByIndex(int aIndex_int) { if (_currentWayPointVO != wayPoints_list[aIndex_int]) { _currentWayPointVO = wayPoints_list[aIndex_int]; _currentWayPointVO.wasVisited = true; // /* * Camera.main.transform.position = wayPointVO.gameObject.transform.localPosition; * Camera.main.transform.localRotation = wayPointVO.gameObject.transform.localRotation; * Camera.main.transform.localScale = wayPointVO.gameObject.transform.localScale; */ // guiComponent.isGUIEnabled = true; StartCoroutine(transitionCameraToTargetWayPoint()); } }
/// <summary> /// Ises the current way point. /// </summary> /// <returns><c>true</c>, if current way point was ised, <c>false</c> otherwise.</returns> /// <param name="wayPointVO">Way point V.</param> public bool isCurrentWayPoint(WayPointVO aWayPointVO) { return(aWayPointVO == _currentWayPointVO); }
/// <summary> /// Ises the current way point. /// </summary> /// <returns><c>true</c>, if current way point was ised, <c>false</c> otherwise.</returns> /// <param name="wayPointVO">Way point V.</param> public bool isCurrentWayPoint (WayPointVO aWayPointVO) { return aWayPointVO == _currentWayPointVO; }
// PUBLIC /// <summary> /// Changes the camera mode. /// </summary> /// <param name="aCameraMode">A camera mode.</param> public void setTargetWayPointByIndex (int aIndex_int) { if (_currentWayPointVO != wayPoints_list[aIndex_int]) { _currentWayPointVO = wayPoints_list[aIndex_int]; _currentWayPointVO.wasVisited = true; // /* Camera.main.transform.position = wayPointVO.gameObject.transform.localPosition; Camera.main.transform.localRotation = wayPointVO.gameObject.transform.localRotation; Camera.main.transform.localScale = wayPointVO.gameObject.transform.localScale; */ // guiComponent.isGUIEnabled = true; StartCoroutine (transitionCameraToTargetWayPoint()); } }