/// <summary> /// Updateの後に呼ばれる /// </summary> void LateUpdate() { if (proCamera.CameraTargets.Count == 0 && proCamera.OffsetX != 0f && proCamera.OffsetY != 0f) { proCamera.AddCameraTarget(PlayerAccessor.Inst.GetPlayer().transform); } }
public void AddNewTarget(Transform transform, bool instantTarget = false) { float duration = instantTarget ? 0f : cloneTransitionTime; cam.RemoveAllCameraTargets(duration); cam.AddCameraTarget(transform, 1, 1, duration, new Vector2(offsetX, offsetY)); }
void SetTargetBase(Transform newTarget, float timeReachNewTarget) { if (isTemporal) { return; } proCamera2D.RemoveCameraTarget(currentTarget); proCamera2D.RemoveCameraTarget(newTarget); currentTarget = newTarget; proCamera2D.AddCameraTarget(newTarget, 1, 1, timeReachNewTarget); }
public IEnumerator ZoomOutToMapView() { // ProCamera2D.Zoom(sizeOfMapCamera - defaultSizeOfGameCamera, 0, EaseType.) float time = 0.0f; ourProCamera.RemoveCameraTarget(player.transform); ourProCamera.AddCameraTarget(darkStar.transform); while (gameCamera.orthographicSize < sizeOfMapCamera) { if (gameCamera.orthographicSize > sizeOfMapCamera - 0.8f) { // StartCoroutine(FadeInMap(10f)); break; } gameCamera.orthographicSize = Mathf.SmoothStep(gameCamera.orthographicSize, sizeOfMapCamera, time); time += Time.deltaTime * 0.5f; yield return(null); } StartCoroutine(FadeInMap(10.0f)); zoomedInToGame = false; }
protected override void OnEnable() { base.OnEnable(); _initialCamSize = ProCamera2D.ScreenSizeInWorldCoordinates.y * .5f; originalTargets = ProCamera2D.CameraTargets.ToArray(); originalTargetInfluences = new Vector2[originalTargets.Length]; CenterPanTargetOnCamera(0); ProCamera2D.AddCameraTarget(_panTarget); for (int i = 0; i < originalTargets.Length; i++) { originalTargetInfluences[i] = new Vector2(originalTargets[i].TargetInfluenceH, originalTargets[i].TargetInfluenceV); originalTargets[i].TargetInfluence = 0; } }
public void Init() { NumericBoundaries.enabled = true; prcShake.enabled = true; procam.enabled = true; procam.AddCameraTarget(PlayerController.instance.transform); NumericBoundaries.RightBoundary = GameController.instance.currentMap.procam2DTriggerBoudaries[currentCamBoidaries].RightBoundary + GameController.instance.currentMap.procam2DTriggerBoudaries[currentCamBoidaries].transform.position.x; // NumericBoundaries.TopBoundary = 4; if (!GameController.instance.currentMap.isRedZone) { } else { ActiveRedZone(); objRedZone.SetActive(true); lineredzone.enabled = true; } }
static void CreateNext(int _next) { GameObject prefab = GetCharacterPrefab(_next); Transform sp = GetSpawnpoint(); GameObject newCharacterObj = Instantiate(prefab, sp.position, Quaternion.identity); newCharacterObj.name = prefab.name; ProCamera2D cam2D = FindObjectOfType <ProCamera2D>(); if (cam2D != null) { cam2D.RemoveAllCameraTargets(); cam2D.AddCameraTarget(newCharacterObj.transform); EditorUtility.SetDirty(cam2D); } CharacterLoader charLoader = FindObjectOfType <CharacterLoader>(); if (charLoader != null) { charLoader.character = newCharacterObj.GetComponent <Character>(); EditorUtility.SetDirty(charLoader); } UIHealth_Icons uiHealth = FindObjectOfType <UIHealth_Icons>(); if (uiHealth != null) { uiHealth.characterHealth = newCharacterObj.GetComponent <CharacterHealth>(); EditorUtility.SetDirty(uiHealth); } EditorUtility.SetDirty(newCharacterObj); AssetDatabase.Refresh(); AssetDatabase.SaveAssets(); #if UNITY_EDITOR EditorSceneManager.SaveOpenScenes(); #endif }
public CameraAddTarget(Environment environment, BaseEvent eventFrame, Character caster) { this.environment = environment; this.eventFrame = eventFrame; CameraAction ca = (CameraAction)eventFrame.ShowAction(); atf = (CameraAction.AddTargetFx)ca.fx; Character target = environment.FindNearbyCharacters( caster, Vector3.zero, 999, new[] { FindingFilter.ExcludeMe, FindingFilter.ExcludeDead, FindingFilter.ExcludeAllies } )[0]; joint = target.GameObject().transform.FindDeepChild(atf.joint); pc2d = environment.GetCamera().GetComponent <ProCamera2D>(); casterCameraTarget = pc2d.CameraTargets[0]; originalX = casterCameraTarget.TargetInfluenceH; originalY = casterCameraTarget.TargetInfluenceV; casterCameraTarget.TargetInfluenceH = atf.curInfX; casterCameraTarget.TargetInfluenceV = atf.curInfY; cameraTarget = pc2d.AddCameraTarget( joint, atf.influenceY, atf.influenceX, atf.translationDuration ); }
private void Start() { soulOrb.ShowSoulOrb(); camera2d.AddCameraTarget(player, 1, 1); }
void Start() { cam.AddCameraTarget(CameramanSW.transform); StartCoroutine(OpeningTargets()); }
// Use this for initialization void Start() { ProCamera2D cam = Camera.main.GetComponent <ProCamera2D>(); cam.AddCameraTarget(this.transform); }
IEnumerator AddTarget(float delay) { yield return(new WaitForSeconds(delay)); pc2d.AddCameraTarget(Player.transform); }
// Sets up the scene on master scene loaded private void SetUpScene(Scene scene, LoadSceneMode mode) { //Debug.Log("Scene loaded: current checkpoint: " + CurrentCheckpointID); // If the scene loaded was not the master scene, then do nothing. if (scene.buildIndex != 1) { return; } // Reset avliable timelines hasPresentWisp = false; hasPastWisp = false; hasFutureWisp = false; // Fetch & Cache all the checkpoints, then sort by their checkpoint IDs Checkpoints = Resources.FindObjectsOfTypeAll(typeof(Checkpoint)) as Checkpoint[]; SortCheckpointsByQuickSort(Checkpoints, 0, Checkpoints.Length - 1); //for (int i = 0; i < Checkpoints.Length; i++) // Debug.Log(Checkpoints[i].checkpointID); // Turn off all level segments as a clean slate for (int i = 0; i < Checkpoints.Length; i++) { Checkpoints[i].SegmentGO.SetActive(false); } // Find the current areaID the player is in Vector3 currentCheckpointPosition = Vector3.zero; for (int i = 0; i < Checkpoints.Length; i++) { if (Checkpoints[i].checkpointID == CurrentCheckpointID) { // Set the player position of the checkpoint currentCheckpointPosition = Checkpoints[i].transform.position; // Load in the level segment previous of the checkpointID if (i - 1 >= 0) { Checkpoints[i - 1].SegmentGO.SetActive(true); } // Load in the level of the checkpoint ID Checkpoints[i].SegmentGO.SetActive(true); // Load the level segment after the checkpoint ID if (i + 1 < Checkpoints.Length) { Checkpoints[i + 1].SegmentGO.SetActive(true); } break; } } // Instantiate the player at the checkpoint location GameObject player = Instantiate(playerPrefab, currentCheckpointPosition, Quaternion.identity) as GameObject; // Event if (OnPlayerSpawned != null) { OnPlayerSpawned(); } // Set up camera ProCamera2D proCamera2D = ProCamera2D.Instance; proCamera2D.AddCameraTarget(player.transform); // camera railing ProCamera2DRails proCamera2DRails = proCamera2D.GetComponent <ProCamera2DRails>(); if (proCamera2DRails != null) { proCamera2DRails.AddRailsTarget(player.transform); proCamera2D.CameraTargets[0].TargetInfluenceH = 0.5f; proCamera2D.CameraTargets[0].TargetInfluenceV = 0.5f; } // move instant so theres no late follow upon loading. proCamera2D.MoveCameraInstantlyToPosition(new Vector2(player.transform.position.x, player.transform.position.y)); // Transition Enter TransitionCameraEnter(); }
void CenterOnDarkStar() { focusedOnDarkStar = true; ourProCamera2D.RemoveCameraTarget(player.transform); ourProCamera2D.AddCameraTarget(darkStar.transform); }
public void AddTarget(Transform newTarget) { _proCamera2D.AddCameraTarget(newTarget); }