void Awake() { go = GameObject.Find("Settings"); gameSettings = go.GetComponent <GameSettings>(); LockCursor = gameSettings.CursorLock; IsPaused = gameSettings.GameIsPaused; // Reference to the camera transform. cam = transform; // Set camera default position. cam.position = player.position + Quaternion.identity * pivotOffset + Quaternion.identity * camOffset; cam.rotation = Quaternion.identity; // Get camera position relative to the player, used for collision test. relCameraPos = transform.position - player.position; relCameraPosMag = relCameraPos.magnitude - 0.5f; // Set up references and default values. smoothPivotOffset = pivotOffset; smoothCamOffset = camOffset; defaultFOV = cam.GetComponent <Camera>().fieldOfView; angleH = player.eulerAngles.y; LockCursor = gameSettings.CursorLock; IsPaused = gameSettings.GameIsPaused; CurrentGameState = gameSettings.CurrentGameState; ResetTargetOffsets(); ResetFOV(); ResetMaxVerticalAngle(); }
public void UpdateGameSettings() { LockCursor = gameSettings.CursorLock; IsPaused = gameSettings.GameIsPaused; CurrentGameState = gameSettings.CurrentGameState; }