internal void OnStateEnter() { _components.environment.gameObject.SetActive(true); ControllableCamera.SetAllMode(ControllableCamera.Mode.Module); ControllableCamera.PositionAllAt(new Vector3(10, 5, 10)); ControllableCamera.LookAllAt(new Vector3(0, 0, 0)); }
protected override void ApplyData() { base.ApplyData(); ControllableCamera.SetAllColor(_data.skyColor.color); RenderSettings.fogColor = _data.fogColor.color; RenderSettings.fogMode = FogMode.Exponential; RenderSettings.fogDensity = _data.fogDensity; RenderSettings.fog = true; }
private void Awake() { camera = GetComponent <Camera>(); controllableCamera = GetComponent <ControllableCamera>(); #if UNITY_EDITOR cameraControlMouse = GetComponent <CameraControlMouse>(); #endif cameraControlTouch = GetComponent <CameraControlTouch>(); CameraControl.Detach(); }
private void CreateControllable(User user) { GameObject gameObject = Instantiate(prefabs.controllableCamera.gameObject, components.controllableContainer); gameObject.name = $"{prefabs.controllableCamera.gameObject.name}_{user.name}"; ControllableCamera controllableCamera = gameObject.GetComponent <ControllableCamera>(); controllableCamera.Register(user); user.controllableCamera = controllableCamera; AppropriateCameraRects(); }
internal void OnStateEnter() { UIHead.instance.SetEntryUIState(true); ControllableCamera.SetAllMode(ControllableCamera.Mode.WUI); }
internal override void Register(ControllableCamera controllableCamera) { this.controllableCamera = controllableCamera; }
internal void OnStateEnter() { LinkHead.instance.ResetAll(); ControllableCamera.SetAllMode(ControllableCamera.Mode.Runtime); _components.environment.gameObject.SetActive(true); }
public void Awake() { instance = this; }
internal void OnStateEnter() { LinkHead.instance.ResetAll(); ControllableCamera.SetAllMode(ControllableCamera.Mode.Runtime); }
protected override void ApplyData() { base.ApplyData(); ControllableCamera.SetEffectAll(_data); }
private void OnDestroy() { ControllableCamera.SetEffectAll(null); }
private void OnDestroy() { ControllableCamera.RestoreAllColor(); RenderSettings.fog = false; }
internal abstract void Register(ControllableCamera controllableCamera);