private IEnumerator ZoomInCamera(float finalZoomSize, float duration) { CinemachineBrain brain = Camera.main.GetComponent <CinemachineBrain>(); CinemachineClearShot currentVcamParent = brain.ActiveVirtualCamera.VirtualCameraGameObject.GetComponent <CinemachineClearShot>(); if (currentVcamParent != null) { CinemachineVirtualCamera currentVcam = currentVcamParent.LiveChild as CinemachineVirtualCamera; if (currentVcam != null) { float originZoomSize = currentVcam.m_Lens.OrthographicSize; float timeLeft = duration; while (timeLeft > 0) { currentVcam.m_Lens.OrthographicSize += (finalZoomSize - originZoomSize) * Time.deltaTime / duration; timeLeft -= Time.deltaTime; yield return(null); } if (currentVcam.m_Lens.OrthographicSize != finalZoomSize) { currentVcam.m_Lens.OrthographicSize = finalZoomSize; } } } }
// Use this for initialization void Start() { rooms = GameObject.FindGameObjectsWithTag("Room"); masks = GameObject.FindGameObjectsWithTag("Mask"); //rooms_M = GameObject.FindGameObjectsWithTag("Room"). //brain = GameObject.FindGameObjectWithTag("MainCamera").GetComponent<CinemachineBrain>(); CSCamera = GameObject.FindGameObjectWithTag("ClearShot").GetComponent <CinemachineClearShot>(); }
private void Start() { followCamera = gameObject.GetComponent <CinemachineVirtualCamera>(); target = carTarget[0].GetComponent <PathFollower>(); m_clearShot = clearShotRef.GetComponent <CinemachineClearShot>(); }
void OnSceneLoaded(Scene scene, LoadSceneMode mode) { cameraTransformReference = Camera.main.transform; if (scene.name.Equals("MainCabin")) { CM_ClearShot = GameObject.Find("CM_ClearShotCamera_MainCabin").GetComponent <CinemachineClearShot>(); StartCoroutine(SetActiveClearShot()); } }
private void OnVirtualCameraActivated(ICinemachineCamera toCamera, ICinemachineCamera fromCamera) { if (toCamera.GetType() != typeof(CinemachineClearShot)) { EventManager <RoomSwitchEventInfo> .InvokeEvent(new RoomSwitchEventInfo() { virtualCameraName = toCamera.Name }); _isBlending = true; } else { _cinemachineClearShot = (CinemachineClearShot)toCamera; } }
public override void SetUp() { // a basic "character" to use as a lookat m_Character = CreateGameObject("Character"); m_Character.transform.position = new Vector3(10, 0, 1); // main camera CreateGameObject("Camera", typeof(Camera), typeof(CinemachineBrain)); // a ClearShot camera var clearShotHolder = CreateGameObject("CM ClearShot", typeof(CinemachineClearShot), typeof(CinemachineCollider)); m_ClearShot = clearShotHolder.GetComponent <CinemachineClearShot>(); m_ClearShot.LookAt = m_Character.transform; var clearShotCollider = clearShotHolder.GetComponent <CinemachineCollider>(); clearShotCollider.m_MinimumDistanceFromTarget = 0.1f; // a stationary vcam1 with a hard lookat var vcam1Holder = CreateGameObject("CM Vcam1", typeof(CinemachineVirtualCamera)); vcam1Holder.transform.SetParent(clearShotHolder.transform); vcam1Holder.transform.position = new Vector3(0, 0, 8); m_Vcam1 = vcam1Holder.GetComponent <CinemachineVirtualCamera>(); m_Vcam1.AddCinemachineComponent <CinemachineHardLookAt>(); m_Vcam1.Priority = 20; // a completely locked vcam2 var vcam2Holder = CreateGameObject("CM Vcam2", typeof(CinemachineVirtualCamera)); vcam2Holder.transform.SetParent(clearShotHolder.transform); vcam2Holder.transform.position = new Vector3(0, 0, -2); m_Vcam2 = vcam2Holder.GetComponent <CinemachineVirtualCamera>(); m_Vcam2.Priority = 10; // a "wall" composed of a single quad that partially obscures vcam1, but not vcam2 var wall = CreatePrimitive(PrimitiveType.Quad); wall.transform.SetPositionAndRotation(new Vector3(0, 0, 4), Quaternion.Euler(0, 180, 0)); wall.transform.localScale = new Vector3(2, 2, 2); base.SetUp(); }
void Start() { clearShot = GetComponent <CinemachineClearShot>(); num = 0; SetCamera(num); }
// Start is called before the first frame update void Start() { cams = GetComponent <CinemachineClearShot>(); }
private void Start() { brain = Camera.main.GetComponent <CinemachineBrain>(); clearShot = brain.ActiveVirtualCamera.VirtualCameraGameObject.GetComponent <CinemachineClearShot>(); }