Пример #1
0
    protected override void Deactivate()
    {
        StopAllCoroutines();
        base.Deactivate();

        if (GameCamera.Instance)
        {
            GameCamera.ChangeMode(GameCamera.E_State.Spectator_Free);
        }

        if (OnDeactivated != null)
        {
            OnDeactivated(this);
        }
    }
Пример #2
0
    protected override void Activate()
    {
        base.Activate();

        Controls.SwitchToCombatMode();

        Client.Instance.PlaySoundPlayerSpawn();

        GameCamera.ChangeMode(GameCamera.E_State.Player);

        if (OnActivated != null)
        {
            OnActivated(this);
        }

        /*	GuiHUD.Instance.ShowCombatText(Client.E_MessageType.Kill, "100Exp/50$");
         * GuiHUD.Instance.ShowCombatText(Client.E_MessageType.HeadShot, "+50Exp/25$");
         * GuiHUD.Instance.ShowCombatText(Client.E_MessageType.Rank, "100 Exp/5000$");
         * GuiHUD.Instance.ShowCombatText(Client.E_MessageType.ExclusiveKill, string.Format(TextDatabase.instance[00502077], 1));
         *
         * GuiHUD.Instance.ShowCombatText(Client.E_MessageType.KillAssist, "50 Exp");
         * GuiHUD.Instance.ShowCombatText(Client.E_MessageType.Turret, "50 Exp");
         * GuiHUD.Instance.ShowCombatText(Client.E_MessageType.ZoneDefended, "50 Exp");
         * GuiHUD.Instance.ShowCombatText(Client.E_MessageType.ZoneAttacked, "50 Exp");
         * GuiHUD.Instance.ShowCombatText(Client.E_MessageType.ZoneNeutral, "50 Exp");
         * GuiHUD.Instance.ShowCombatText(Client.E_MessageType.ZoneControl, "50 Exp");
         *
         * GuiHUD.Instance.ShowCombatText(Client.E_MessageType.Win, "50 Exp");
         * GuiHUD.Instance.ShowCombatText(Client.E_MessageType.Lost, "50 Exp");
         *
         * GuiHUD.Instance.ShowCombatText(Client.E_MessageType.Unlock, "50 Exp");
         *
         * GuiHUD.Instance.ShowCombatText(Client.E_MessageType.Spider, "50 Exp");*/

        StopAllCoroutines();

#if UNITY_STANDALONE
        StartCoroutine(ClientTimeCheck());
#endif
    }
Пример #3
0
    void OnFollowPlayer(GUIBase_Widget inWidget)
    {
        GameCamera.ChangeMode(FollowingPlayer ? GameCamera.E_State.Spectator_Free : GameCamera.E_State.Spectator_FollowPlayer);

        UpdateControlsVisibility();
    }
Пример #4
0
    void UpdateCamera()
    {
        if (State == E_State.Spectator_Free)
        {
            // disable camera effects
            BloodManagerSetNormalizedHealth();

            return;
        }

        if (State == E_State.Spectator_FollowPlayer)
        {
            if (SpectatorCamera.Spectator_CanFollowPlayer())
            {
                if (null == CameraBehaviour)
                {
                    AgentHuman Owner = SpectatorCamera.SelectNextAgentToFollow();

                    if (null != Owner)
                    {
                        CameraBehaviour = Owner.GetComponent <CameraBehaviour>();
                        IgnoredCollider = Owner.CharacterController;

                        if (CameraBehaviour)
                        {
                            Transform desiredTransform = CameraBehaviour.GetDesiredCameraTransform();

                            if (desiredTransform)
                            {
                                PrevDist = (desiredTransform.position - CameraBehaviour.CameraOrigin.position).magnitude;
                            }
                        }
                    }
                }
                else
                {
                    // already watching one
                    if (!SpectatorCamera.UpdateFollowPlayer())
                    {
                        GameCamera.ChangeMode(GameCamera.E_State.Spectator_FollowPlayer);
                    }
                }
            }
            else
            {
                ChangeStateInternal(E_State.Spectator_Free);
            }
        }

        if (DisabledTime >= Time.timeSinceLevelLoad)
        {
            return;
        }

        if (Time.deltaTime == 0 || !CameraBehaviour)
        {
            return;
        }

        //Collide camera
//		CollideCamera();
        CollideCamera5();
    }