//受けっとたアニメーションのフラグを立てる。※立てるだけなので、終了判定などは一切しておりません。 public void StartAnimation(CameraAnimator.Animation animation,Camera camera) { switch (animation) { case Animation.Zoom: StartCoroutine (BehindZoom(animation_total_time,camera)); break; case Animation.BounceZoom: StartCoroutine (BehindZoom(animation_total_time,camera,true)); break; case Animation.R_SlideIn: StartCoroutine(SlideIn(animation_total_time,_camera.CurrentCamera)); break; case Animation.L_SlideIn: StartCoroutine(SlideIn(animation_total_time,_camera.CurrentCamera,true)); break; case Animation.Shake: StartCoroutine(RandomShake(camera)); break; } }
//Allow Camera Animator to set its reference on each level load public void SetCameraAnimator(string cameraAnimatorName) { cameraAnimator = GameObject.FindGameObjectWithTag(cameraAnimatorName); if (cameraAnimator != null) { cutscene = cameraAnimator.GetComponent <CameraAnimator>(); } }
public void Initialize() { this.cachedTransform = base.transform; CameraAnimator.current.Remove(null); if (!CameraAnimator.current.Contains(this)) { CameraAnimator.current.Add(this); } CameraAnimator.UpdateIndex(); }
public void Initialize(Camera gameCamera, Camera tvCamera) { this.gameCamera = gameCamera ?? throw new ArgumentNullException(nameof(gameCamera)); this.tvCamera = tvCamera ?? throw new ArgumentNullException(nameof(tvCamera)); cameraAnimator = new CameraAnimator(UICamera, gameCamera); cameraAnimator.OnAnimationFinished += HandoffCameraToGame; ResetState(); }
public void Initialize(Camera tvCamera, Camera uiCamera, Camera gameCamera, TVCanvasController tvCanvas) { this.ipAddress.enabled = false; this.tvCamera = tvCamera; this.uiCamera = uiCamera; this.gameCamera = gameCamera; this.tvCanvas = tvCanvas; cameraAnimator = new CameraAnimator(gameCamera, uiCamera); cameraAnimator.OnAnimationFinished += HandoffCameraToTV; initialized = true; }
public IEnumerator StartCountAnimation() { float time = -1; float alpfa = 1; _scenario_ref = GameObject.FindObjectOfType<ScenarioSetter> (); _camera_animator_ref = GameObject.FindObjectOfType<CameraAnimator> (); //カウントはじめます!! for (int i = 0; i < _count_text.Length; i++) { while (time <= 1) { time += Time.deltaTime; //一秒ごとにテキストを更新 _text.text = _count_text [i]; alpfa = Easing.StaticInQuad (time,1,0,1); _text.color = new Color (1,1,1,alpfa); yield return null; } //カウンタをリセット alpfa = 1; time = 0; } //つかったオブジェクトを見えないようにします _text.text = ""; _brack_panel.enabled = false; //カメラ右上からどーん!からのたいとるロゴ表示 StartCoroutine (_camera_animator_ref.R_HighFromCameraToTaget(3.0f,_camera.CurrentCamera)); _title_logo_ref.doFadeIn = true; //カメラアニメーションが終わるのをまって.... while(time <= 3.0f){ time += Time.deltaTime; yield return null; } //シナリオ開始! _message_panel.enabled = true; _scenario_ref.SetRoute = ScenarioSetter.Route.Main; Destroy (this.gameObject); yield return null; }
protected void Fire() { if (Input.GetMouseButton(0)) { if (_delay < 0 && _canShoot) { _timeSinceLastShoot = Time.time; BulletSpawn(_bulletsToShoot); _source.Play(); _delay = _shootDelay; _bulletsShooted++; CameraAnimator.ShakeCamera(); _animator.SetTrigger("Shoot"); } } }
// Pause music for sfx private IEnumerator CombinationSFX() { yield return(null); Audio.Pause(); Audio2.Stop(); //Insert burp sfx selection here Audio2.PlayOneShot(SFX[21]); yield return(new WaitForSeconds(1f)); CameraAnimator.SetBool("ScreenShake", true); Audio2.PlayOneShot(SFX[20]); yield return(new WaitForSeconds(2f)); CameraAnimator.SetBool("ScreenShake", false); Audio.UnPause(); }
public IEnumerator <WaitCommand> Animate(Transform mount, Predicate isRunning) { var pathSelection = _cameraPaths.Paths; var selectedPath = pathSelection.RandomElement(); var isFirst = true; while (isRunning()) { selectedPath = pathSelection.GetNext(selectedPath); if (_gameSettingsProvider.IsVrActive) { selectedPath = new StaticCameraPath( Routines.LinearAnimation, selectedPath.Duration, selectedPath.To, to: selectedPath.To); } IEnumerator <WaitCommand> fadeIn; if (isFirst) { fadeIn = WaitCommand.DontWait.AsRoutine; isFirst = false; } else { fadeIn = _rig.ScreenFader.FadeIn(_clock, _faderSettings); } var fadeOut = WaitCommand.Wait(selectedPath.Duration - _faderSettings.FadeOutDuration) .AndThen(_rig.ScreenFader.FadeOut(_clock, _faderSettings)); var cameraAnimation = CameraAnimator.Animate(mount, selectedPath, _clock); yield return(WaitCommand .Interleave(fadeIn, cameraAnimation, fadeOut) .RunWhile(isRunning) .AsWaitCommand()); } _rig.ScreenFader.Opacity = 0f; }
private void OnEnable() { m_Target = (target as CameraAnimator); m_FPController = serializedObject.FindProperty("m_FPController"); m_HealthController = serializedObject.FindProperty("m_HealthController"); m_MotionAnimation = serializedObject.FindProperty("m_MotionAnimation"); m_OverallSpeed = m_MotionAnimation.FindPropertyRelative("m_OverallSpeed"); m_WalkingMotionData = m_MotionAnimation.FindPropertyRelative("m_WalkingMotionData"); m_BrokenLegsMotionData = m_MotionAnimation.FindPropertyRelative("m_BrokenLegsMotionData"); m_RunningMotionData = m_MotionAnimation.FindPropertyRelative("m_RunningMotionData"); m_TargetTransform = m_MotionAnimation.FindPropertyRelative("m_TargetTransform"); m_BraceForJumpAnimation = m_MotionAnimation.FindPropertyRelative("m_BraceForJumpAnimation"); m_JumpAnimation = m_MotionAnimation.FindPropertyRelative("m_JumpAnimation"); m_LandingAnimation = m_MotionAnimation.FindPropertyRelative("m_LandingAnimation"); m_BreathAnimation = m_MotionAnimation.FindPropertyRelative("m_BreathAnimation"); m_BreathingSpeed = m_MotionAnimation.FindPropertyRelative("m_BreathingSpeed"); m_BreathingAmplitude = m_MotionAnimation.FindPropertyRelative("m_BreathingAmplitude"); m_ExplosionShake = m_MotionAnimation.FindPropertyRelative("m_ExplosionShake"); m_MinHitRotation = m_MotionAnimation.FindPropertyRelative("m_MinHitRotation"); m_MaxHitRotation = m_MotionAnimation.FindPropertyRelative("m_MaxHitRotation"); m_HitDuration = m_MotionAnimation.FindPropertyRelative("m_HitDuration"); m_VaultAnimation = m_MotionAnimation.FindPropertyRelative("m_VaultAnimation"); m_Lean = m_MotionAnimation.FindPropertyRelative("m_Lean"); m_LeanAmount = m_MotionAnimation.FindPropertyRelative("m_LeanAmount"); m_LeanAngle = m_MotionAnimation.FindPropertyRelative("m_LeanAngle"); m_LeanSpeed = m_MotionAnimation.FindPropertyRelative("m_LeanSpeed"); m_BreathAnimationMode = serializedObject.FindProperty("m_BreathAnimationMode"); m_HoldBreath = serializedObject.FindProperty("m_HoldBreath"); m_Exhale = serializedObject.FindProperty("m_Exhale"); m_HoldBreathVolume = serializedObject.FindProperty("m_HoldBreathVolume"); }
// Use this for initialization void Awake () { _Easing = GameObject.FindObjectOfType<Easing> (); _Camera = GameObject.FindObjectOfType<ChangeCamera>(); _camera_animator = GameObject.FindObjectOfType<CameraAnimator> (); _CruckAnimator = GameObject.FindObjectOfType<CruckAnimator> (); _scenario = GameObject.FindObjectOfType<ScenarioSetter> (); _WaitFade = GameObject.FindObjectOfType<WaitFade> (); _jony_pos = (GameObject.FindGameObjectWithTag ("Jony")).transform.localPosition; _abery = (GameObject.FindGameObjectWithTag ("Abery")) as GameObject; _sprite_renderer = GetComponent<SpriteRenderer> (); _sprite_renderer.enabled = false; _do_flying_face = false; _do_flying_wig = false; _do_fall = false; _timer = 0.0f; _move_range = new Vector3 (30,5,30); _abery_defalt_face_pos = _abery.transform.localPosition; }
public Scenariodate(string text_date,float time ,Route next_route = Route.Main, CharacterAnimator.Animation jony_animation = CharacterAnimator.Animation.UpScaling, CharacterAnimator.Animation abery_animation = CharacterAnimator.Animation.UpScaling, CharacterAnimator.State jony_state = CharacterAnimator.State.Normal, CharacterAnimator.State abery_state = CharacterAnimator.State.Normal, int camera_number = -1, CameraAnimator.Animation camera_animation = CameraAnimator.Animation.Null, ExtraAnimator.Animation extra_animation = ExtraAnimator.Animation.NULL, SEManager.SE se_petern = SEManager.SE.NoSound) { this._text_date = text_date; this._next_route = next_route; this._time = time; this._jony_animation = jony_animation; this._jony_state = jony_state; this._abery_animation = abery_animation; this._abery_state = abery_state; this._camera_number = camera_number; this._camera_animation = camera_animation; this._extra_animation = extra_animation; this._se_pertern = se_petern; }
private static void CreateCharacter() { EditorGUI.BeginChangeCheck(); GameObject obj_fpsCharacter = new GameObject("FPCharacter"); FirstPersonCharacterController fpsCharacter = obj_fpsCharacter.AddComponent <FirstPersonCharacterController>(); HealthController healthController = obj_fpsCharacter.AddComponent <HealthController>(); healthController.RegisterBodyPart(obj_fpsCharacter.AddComponent <DamageHandler>()); Rigidbody rigidbody = fpsCharacter.GetComponent <Rigidbody>(); rigidbody.drag = 5; rigidbody.useGravity = false; rigidbody.collisionDetectionMode = CollisionDetectionMode.ContinuousDynamic; CapsuleCollider capsuleCollider = fpsCharacter.GetComponent <CapsuleCollider>(); capsuleCollider.height = 2; obj_fpsCharacter.transform.position = new Vector3(0, 1, 0); GameObject managers = new GameObject("Managers"); GameObject obj_fpsCamera = new GameObject("FPSCamera"); obj_fpsCamera.AddComponent <AudioListener>(); Camera fpsCamera = obj_fpsCamera.AddComponent <Camera>(); SerializedObject editor_fpsCharacter = new SerializedObject(fpsCharacter); SerializedProperty editor_fpsCharacter_mainCamera = editor_fpsCharacter.FindProperty("m_MainCamera"); editor_fpsCharacter_mainCamera.objectReferenceValue = fpsCamera; editor_fpsCharacter.ApplyModifiedProperties(); // Character Structure managers.transform.SetParent(obj_fpsCharacter.transform); managers.transform.localPosition = new Vector3(0, 0.5f, 0); GameObject fp = new GameObject("FirstPerson"); fp.transform.SetParent(obj_fpsCharacter.transform); fp.transform.localPosition = new Vector3(0, 0, 0); GameObject obj_cameraAnimator = new GameObject("CameraAnimator"); obj_cameraAnimator.transform.SetParent(fp.transform); obj_cameraAnimator.transform.localPosition = new Vector3(0, 0, 0); CameraAnimator cameraAnimator = obj_cameraAnimator.AddComponent <CameraAnimator>(); SerializedObject editor_cameraAnimator = new SerializedObject(cameraAnimator); SerializedProperty editor_cameraAnimator_fpsCharacter = editor_cameraAnimator.FindProperty("m_FPController"); editor_cameraAnimator_fpsCharacter.objectReferenceValue = fpsCharacter; SerializedProperty editor_cameraAnimator_healthController = editor_cameraAnimator.FindProperty("m_HealthController"); editor_cameraAnimator_healthController.objectReferenceValue = healthController; SerializedProperty editor_cameraAnimator_MotionAnimation = editor_cameraAnimator.FindProperty("m_MotionAnimation"); editor_cameraAnimator_MotionAnimation.FindPropertyRelative("m_TargetTransform").objectReferenceValue = obj_cameraAnimator.transform; editor_cameraAnimator_MotionAnimation.FindPropertyRelative("m_JumpAnimation").FindPropertyRelative("m_TargetPosition").vector3Value = new Vector3(0, 0, 0); editor_cameraAnimator_MotionAnimation.FindPropertyRelative("m_JumpAnimation").FindPropertyRelative("m_TargetRotation").vector3Value = new Vector3(-5, 0, 0); editor_cameraAnimator_MotionAnimation.FindPropertyRelative("m_JumpAnimation").FindPropertyRelative("m_Duration").floatValue = 0.25f; editor_cameraAnimator_MotionAnimation.FindPropertyRelative("m_JumpAnimation").FindPropertyRelative("m_ReturnDuration").floatValue = 0.25f; editor_cameraAnimator_MotionAnimation.FindPropertyRelative("m_LandingAnimation").FindPropertyRelative("m_TargetPosition").vector3Value = new Vector3(0, -0.1f, 0); editor_cameraAnimator_MotionAnimation.FindPropertyRelative("m_LandingAnimation").FindPropertyRelative("m_TargetRotation").vector3Value = new Vector3(5, 0, 0); editor_cameraAnimator_MotionAnimation.FindPropertyRelative("m_LandingAnimation").FindPropertyRelative("m_Duration").floatValue = 0.2f; editor_cameraAnimator_MotionAnimation.FindPropertyRelative("m_LandingAnimation").FindPropertyRelative("m_ReturnDuration").floatValue = 0.25f; editor_cameraAnimator.ApplyModifiedProperties(); GameObject characterBody = new GameObject("CharacterBody"); characterBody.transform.SetParent(fp.transform); characterBody.transform.localPosition = new Vector3(0, 1, 0); obj_fpsCamera.transform.SetParent(cameraAnimator.transform); obj_fpsCamera.transform.localPosition = new Vector3(0, 0.8f, 0); GameObject weaponsHandler = new GameObject("WeaponsHandler"); weaponsHandler.transform.SetParent(obj_fpsCamera.transform); weaponsHandler.transform.localPosition = new Vector3(0, 1, 0); GameObject itemsHandler = new GameObject("ItemsHandler"); itemsHandler.transform.SetParent(obj_fpsCamera.transform); itemsHandler.transform.localPosition = new Vector3(0, 1, 0); Selection.activeObject = obj_fpsCharacter; if (EditorGUI.EndChangeCheck()) { EditorSceneManager.MarkSceneDirty(SceneManager.GetActiveScene()); } }
// Use this for initialization void Start () { Jony = (GameObject.FindGameObjectWithTag ("Jony")).GetComponent<CharacterAnimator>(); Abery = GameObject.FindGameObjectWithTag ("Abery").GetComponent<CharacterAnimator>(); _extra_animator = GameObject.FindObjectOfType<ExtraAnimator> (); _scenario_text = GameObject.FindObjectOfType<ScenarioText> (); _view_camera = GameObject.FindObjectOfType<ChangeCamera> (); _camera_animator = GameObject.FindObjectOfType<CameraAnimator> (); _cv_reference = GameObject.FindObjectOfType<CVManager> (); _se_reference= GameObject.FindObjectOfType<SEManager> (); _start_count = GameObject.FindObjectOfType<StartCount> (); Style = new GUIStyle(); State = new GUIStyleState(); //CSVデータから、ルートごとに分けてテキストデータ等を読み込む var MasterTable = new CSVMasterTable(); MasterTable.Load(); foreach (var Master in MasterTable.All) { //一度データを取り出す。 Scenariodate data = new Scenariodate ( Master.Scenario, Master.WatchTime, (Route)Master.NextRoute, Master.JonyAnimation, Master.AberyAnimation, Master.JonyState, Master.AberyState, Master.CameraNumber,Master.CameraAnimation, Master.ExtraAnimation,Master.SEPetern); //ルートにあわせて保存 switch ((Route)Master.CurrentRoute) { case Route.Main: _Main.Add (data); break; case Route.A: _A.Add(data); break; case Route.B: _B.Add(data); break; case Route.C: _C.Add(data); break; } } // _A.Add(new Scenariodate("ENDTEXT",0,Route.Main)); //_B.Add(new Scenariodate("ENDTEXT",0,Route.Main)); //_C.Add(new Scenariodate("ENDTEXT",0,Route.Main)); _cv_reference.Init(); _next_route = Route.NULL; _do_skip_text = false; //UpdateScenerio (Route.Main); }
private void Start() { camera = GetComponent <CameraAnimator>(); }
// Use this for initialization void Start() { host = gameObject; m_Camera = GetComponent<Camera>(); m_CamAnimator = new CameraAnimator(m_Camera); //m_Camera.orthographicSize = Screen.width * 0.25f; m_Camera.transform.position = new Vector3(-1130, 570, -10f);//new Vector3(Screen.width * 0.5f,Screen.height * 0.5f,-10f); Instantiate(m_ButtonsPrefab); Instantiate(m_SoundPrefab); adherentObjects = new List<Adherent>(); lData[currentLevel].Fountain.generateResource(); Cursor.SetCursor(cursors[0], new Vector2(20, 20), CursorMode.Auto); }
private void LateUpdate() { CameraAnimator.UpdateCameraPosition(); }
// Use this for initialization void Start() { targetArray = target.GetComponentsInChildren<Transform> (); this.transform.position = targetArray [targetIndex].position; instance = this; }
void OnGUI() { CA = EditorGUILayout.ObjectField(CA, typeof(CameraAnimator), true) as CameraAnimator; if (CA != null) { EditorGUILayout.LabelField("Total Clips : " + CA.Scenes.Count); if (CA.Scenes.Count > 1) { ClipIndex = EditorGUILayout.IntSlider("Clip Number : ", ClipIndex, 0, CA.Scenes.Count - 1); } if (CA.Scenes.Count != 0) { Name = CA.Scenes[ClipIndex].Name; Name = EditorGUILayout.TextField("Name : ", Name); CA.SetName(ClipIndex, Name); } GUILayout.BeginHorizontal(); if (GUILayout.Button("Make New Clip")) { CA.NewClip(ClipIndex); if (ClipIndex < CA.Scenes.Count - 1) //push clip index slider over when making a new clip { ClipIndex++; } } if (CA.Scenes.Count > 1) { if (GUILayout.Button("Delete Current Clip")) { CA.DeleteClip(ClipIndex); if (ClipIndex != 0) { ClipIndex--; } } } GUILayout.EndHorizontal(); if (CA.Scenes.Count > 0) { if (CA.Scenes[ClipIndex].Positions.Count > 1) { KeyFrameIndex = EditorGUILayout.IntSlider("Keyframe Number : ", KeyFrameIndex, 0, CA.Scenes[ClipIndex].Positions.Count - 1); } GUILayout.BeginHorizontal(); if (GUILayout.Button("New Keyframe")) { CA.NewFrame(ClipIndex, KeyFrameIndex); if (!(KeyFrameIndex >= CA.Scenes[ClipIndex].Positions.Count - 1)) { KeyFrameIndex++; } } if (CA.Scenes[ClipIndex].Positions.Count > 1) { if (GUILayout.Button("Delete Current Keyframe")) { CA.DeleteFrame(ClipIndex, KeyFrameIndex); if (KeyFrameIndex != 0) { KeyFrameIndex--; } } } GUILayout.EndHorizontal(); if (CA.Scenes[ClipIndex].Positions.Count > 0) { EditorGUILayout.LabelField("Position : " + CA.Scenes[ClipIndex].Positions[KeyFrameIndex]); EditorGUILayout.LabelField("Rotation : " + CA.Scenes[ClipIndex].Rotations[KeyFrameIndex]); } } } }