public void SwitchNextCamera() { Debug.Log("Camera Switch"); switch (CurrentCamState) { case CameraState.AutoOrbital: // Change cam state CurrentCamState = CameraState.Orbital; // Update camera position from previous mode, fluid transition orbitalCamRef.XRot = autoOrbitalCamRef.XRot; orbitalCamRef.YRot = autoOrbitalCamRef.YRot; orbitalCamRef.RadiusVector = autoOrbitalCamRef.RadiusVector; // Change used current camera currentCam = orbitalCamRef; break; case CameraState.Orbital: // Change cam state CurrentCamState = CameraState.AutoOrbital; // Update camera position from previous mode, fluid transition autoOrbitalCamRef.XRot = orbitalCamRef.XRot; autoOrbitalCamRef.YRot = orbitalCamRef.YRot; autoOrbitalCamRef.RadiusVector = orbitalCamRef.RadiusVector; // Change used current camera currentCam = autoOrbitalCamRef; break; } }
void Start() { _controlServices = GetComponent <ControlServices>(); _cam = _controlServices.ControlledCamera; _lastOrbitDistance = (_minimumFollowingDistance + _maximumFollowingDistance) * 0.5f; GameState.Instance.OnPauseLevelChanged += new PauseLevelChanged(Instance_OnPauseLevelChanged); OnAcquiredControl(); }
void Awake() { _layerMask = new LayerMask(); _layerMask = 1 << LayerMask.NameToLayer("GrabbableObject"); _controlServices = GetComponent <ControlServices>(); _cameraController = _controlServices.ControlledCamera; _holdObjectFunction = GetComponent <HoldObjectFunction>(); _state = ImpulseGunState.Idle; GameContext.Instance.Player.ImpulseBeamTool = this; }
public void SwitchNextCamera() { Debug.Log("Camera Switch"); switch (CurrentCamState) { case CameraState.Behind: CurrentCamState = CameraState.Inside; currentCam = insideCamRef; break; case CameraState.Inside: CurrentCamState = CameraState.OrbitalMouseClick; currentCam = orbitalCamRef; break; case CameraState.OrbitalMouseClick: CurrentCamState = CameraState.Behind; currentCam = behindCamRef; break; } }
// Use this for initialization void Start() { Debug.Log("Starting " + this.GetType()); CurrentCamState = CameraState.Orbital; currentCam = orbitalCamRef; }
public void SwitchNextCamera() { Debug.Log ("Camera Switch"); switch (CurrentCamState) { case CameraState.AutoOrbital: // Change cam state CurrentCamState = CameraState.Orbital; // Update camera position from previous mode, fluid transition orbitalCamRef.XRot = autoOrbitalCamRef.XRot; orbitalCamRef.YRot = autoOrbitalCamRef.YRot; orbitalCamRef.RadiusVector = autoOrbitalCamRef.RadiusVector; // Change used current camera currentCam = orbitalCamRef; break; case CameraState.Orbital: // Change cam state CurrentCamState = CameraState.AutoOrbital; // Update camera position from previous mode, fluid transition autoOrbitalCamRef.XRot = orbitalCamRef.XRot; autoOrbitalCamRef.YRot = orbitalCamRef.YRot; autoOrbitalCamRef.RadiusVector = orbitalCamRef.RadiusVector; // Change used current camera currentCam = autoOrbitalCamRef; break; } }
// Use this for initialization void Start() { Debug.Log ("Starting " + this.GetType ()); CurrentCamState = CameraState.Orbital; currentCam = orbitalCamRef; }
// Use this for initialization void Start() { CurrentCamState = CameraState.Behind; currentCam = behindCamRef; }
void Awake() { _controlServices = GetComponent <ControlServices>(); _cameraController = _controlServices.ControlledCamera; }