override protected void Awake()
        {
            base.Awake();

            _cameraMoveInColliderBoundaries = new MoveInColliderBoundaries(ProCamera2D);
            _cameraMoveInColliderBoundaries.CameraTransform = _transform;
            _cameraMoveInColliderBoundaries.CameraSize = ProCamera2D.ScreenSizeInWorldCoordinates;
            _cameraMoveInColliderBoundaries.CameraCollisionMask = BoundariesLayerMask;
        }
Exemplo n.º 2
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        override protected void Start()
        {
            base.Start();

            _cameraMoveInColliderBoundaries = new MoveInColliderBoundaries(ProCamera2D);
            _cameraMoveInColliderBoundaries.CameraTransform     = _transform;
            _cameraMoveInColliderBoundaries.CameraSize          = ProCamera2D.ScreenSizeInWorldCoordinates;
            _cameraMoveInColliderBoundaries.CameraCollisionMask = BoundariesLayerMask;
        }
        override protected void Awake()
        {
            base.Awake();

            _cameraMoveInColliderBoundaries = new MoveInColliderBoundaries(ProCamera2D);
            _cameraMoveInColliderBoundaries.CameraTransform = ProCamera2D.transform;
            _cameraMoveInColliderBoundaries.CameraCollisionMask = BoundariesLayerMask;

            ProCamera2D.AddPositionDeltaChanger(this);
        }
        override protected void Awake()
        {
            base.Awake();

            _cameraMoveInColliderBoundaries = new MoveInColliderBoundaries(ProCamera2D);
            _cameraMoveInColliderBoundaries.CameraTransform     = ProCamera2D.transform;
            _cameraMoveInColliderBoundaries.CameraCollisionMask = BoundariesLayerMask;

            ProCamera2D.AddPositionDeltaChanger(this);
        }
Exemplo n.º 5
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        void Awake()
        {
            _instance  = this;
            _transform = transform;

            if (GameCamera == null)
            {
                GameCamera = GetComponent <Camera>();
            }
            if (GameCamera == null)
            {
                Debug.LogError("Unity Camera not set and not found on the GameObject: " + gameObject.name);
            }

            #if PC2D_TK2D_SUPPORT
            Tk2dCam = GetComponent <tk2dCamera>();
            #endif

            switch (Axis)
            {
            case MovementAxis.XY:
                Vector3H  = vector => vector.x;
                Vector3V  = vector => vector.y;
                Vector3D  = vector => vector.z;
                VectorHV  = (h, v) => new Vector3(h, v, 0);
                VectorHVD = (h, v, d) => new Vector3(h, v, d);
                break;

            case MovementAxis.XZ:
                Vector3H  = vector => vector.x;
                Vector3V  = vector => vector.z;
                Vector3D  = vector => vector.y;
                VectorHV  = (h, v) => new Vector3(h, 0, v);
                VectorHVD = (h, v, d) => new Vector3(h, d, v);
                break;

            case MovementAxis.YZ:
                Vector3H  = vector => vector.z;
                Vector3V  = vector => vector.y;
                Vector3D  = vector => vector.x;
                VectorHV  = (h, v) => new Vector3(0, v, h);
                VectorHVD = (h, v, d) => new Vector3(d, v, h);
                break;
            }

            // Remove empty targets
            for (int i = 0; i < CameraTargets.Count; i++)
            {
                if (CameraTargets [i].TargetTransform == null)
                {
                    CameraTargets.RemoveAt(i);
                }
            }

            ScreenSizeInWorldCoordinates   = Utils.GetScreenSizeInWorldCoords(GameCamera, Mathf.Abs(Vector3D(_transform.localPosition)));
            _cameraWindowRectInWorldCoords = GetRectAroundTransf(CameraWindowRect, ScreenSizeInWorldCoordinates, _transform);

            _cameraMoveInColliderBoundaries = new MoveInColliderBoundaries(this);
            _cameraMoveInColliderBoundaries.CameraTransform     = _transform;
            _cameraMoveInColliderBoundaries.CameraSize          = ScreenSizeInWorldCoordinates;
            _cameraMoveInColliderBoundaries.CameraCollisionMask = BoundariesLayerMask;

            _originalCameraDepthSign = Mathf.Sign(Vector3D(_transform.localPosition));

            _transform.parent = new GameObject(gameObject.name + " Container").transform;

            // Center on target
            if (CenterTargetOnStart && CameraTargets.Count > 0)
            {
                var targetPos             = GetTargetsWeightedMidPoint(CameraTargets);
                var cameraTargetPositionX = FollowHorizontal ? Vector3H(targetPos) : Vector3H(_transform.localPosition);
                var cameraTargetPositionY = FollowVertical ? Vector3V(targetPos) : Vector3V(_transform.localPosition);
                targetPos  = VectorHV(cameraTargetPositionX, cameraTargetPositionY);
                targetPos += VectorHV(OverallOffset.x, OverallOffset.y);
                MoveCameraInstantlyToPosition(targetPos);
            }
            else
            {
                _cameraTargetPosition = _transform.localPosition;
                _cameraTargetHorizontalPositionSmoothed         = Vector3H(_cameraTargetPosition);
                _previousCameraTargetHorizontalPositionSmoothed = _cameraTargetHorizontalPositionSmoothed;
                _cameraTargetVerticalPositionSmoothed           = Vector3V(_cameraTargetPosition);
                _previousCameraTargetVerticalPositionSmoothed   = _cameraTargetVerticalPositionSmoothed;
            }
        }