public override void TargetHited(AS_Bullet bullet, AS_BulletHiter target, Vector3 point) { if (!ActionCam) { return; } if (ActionCam.Detected) { ActionCam.ObjectLookAt = null; ActionCam.ActionBullet(3.0f); ActionCam.Follow = false; } else { ActionCam.ActionBullet(2.0f); ActionCam.ObjectLookAt = null; ActionCam.SlowmotionNow(0.1f, 1.6f); ActionCam.Follow = false; ActionCam.lookAtPosition = point; ActionCam.SetPositionDistance(point, true); } base.TargetHited(bullet, target, point); }
public override void TargetHited(AS_Bullet bullet, AS_BulletHiter target, Vector3 point) { if (!ActionCam) { return; } if (!ActionCam.Detected) { ActionCam.SetPositionDistance(target.transform.position, false); } }
public override void TargetDetected(AS_Bullet bullet, AS_BulletHiter target, Vector3 point) { if (!ActionCam) { return; } ActionCam.lookAtPosition = point; ActionCam.Follow = false; ActionCam.SlowmotionNow(0.02f, 3); ActionCam.SetPositionDistance(point, false); ActionCam.ActionBullet(10.0f); ActionCam.SetFOV(10, true, 0.1f); base.TargetDetected(bullet, target, point); }
public override void TargetDetected(AS_Bullet bullet, AS_BulletHiter target, Vector3 point) { if (!ActionCam) { return; } ActionCam.ObjectLookAt = target.gameObject; ActionCam.Follow = false; ActionCam.Slowmotion(0.2f, 0.2f); ActionCam.SetPositionDistance(target.transform.position, false); ActionCam.ActionBullet(2.0f); Debug.Log(">>>" + ActionCam.ObjectLookAt); base.TargetDetected(bullet, target, point); }
public override void TargetHited(AS_Bullet bullet, AS_BulletHiter target, Vector3 point) { if (!ActionCam) { return; } if (!ActionCam.Detected) { ActionCam.SetPositionDistance(target.transform.position, false); } ActionCam.ObjectFollowing = null; ActionCam.Follow = false; ActionCam.ObjectLookAt = null; base.TargetHited(bullet, target, point); }
public override void TargetHited(AS_Bullet bullet, AS_BulletHiter target, Vector3 point) { if (!ActionCam) { return; } ActionCam.SetPositionDistance(point, true); ActionCam.lookAtPosition = point; ActionCam.ActionBullet(2.0f); ActionCam.SlowmotionNow(0.03f, 1); ActionCam.SetFOV(20, true, 0.1f); ActionCam.ObjectFollowing = null; ActionCam.Follow = true; ActionCam.SetPosition(point - bullet.transform.forward * 5, false); base.TargetHited(bullet, target, point); }
public override void TargetHited(AS_Bullet bullet, AS_BulletHiter target, Vector3 point) { if (!ActionCam) { return; } if (!ActionCam.Detected) { ActionCam.SetPositionDistance(point, false); } ActionCam.ActionBullet(3.0f); ActionCam.SlowmotionNow(0.01f, 3); ActionCam.ObjectFollowing = null; ActionCam.Follow = false; ActionCam.ObjectLookAt = null; base.TargetHited(bullet, target, point); }