private void Awake() { playerTransform = GameObject.FindGameObjectWithTag("Player").transform; IsometricCamera.instance = this; IsometricCamera.Camera = gameObject.GetComponent <Camera>(); IsometricCamera.StaticDistance = distance; }
// Use this for initialization void Start() { if (Camera.main != null) { cam = Camera.main.transform; } rigidBody = GetComponent <Rigidbody> (); animator = GetComponent <Animator>(); locomotion = new Locomotion(animator); isoCam = Camera.main.GetComponent <IsometricCamera>(); capsule = GetComponent <CapsuleCollider>(); capsuleHeight = capsule.height; capsuleCenter = capsule.center; //define avatarBones with rigid bodies in player game object avatarBones = gameObject.GetComponentsInChildren <Rigidbody>(); //set avatarBones to is kinematic foreach (Rigidbody bone in avatarBones) { bone.isKinematic = true; } rigidBody.isKinematic = false; rigidBody.constraints = RigidbodyConstraints.FreezeRotationX | RigidbodyConstraints.FreezeRotationY | RigidbodyConstraints.FreezeRotationZ; origGroundCheckDistance = groundCheckDistance; }
void OnObjectMoved( FieldObject obj ) { if( obj.collider.tag == "Player" ) { camScript = obj.collider.GetComponent<IsometricCamera>(); if( null == camScript ) { Debug.LogError( "Could not find 'IsometricCamera' component attached to object tagged 'Player'" ); return; } EaseFn = Interpolate.Ease( EaseType ); if( null == EaseFn ) { Debug.LogError( "Failed to retrieve Ease function for EaseType '" + EaseType.ToString() + "'" ); return; } camScript.Distance = EaseFn( DistanceA, DistanceB-DistanceA, obj.percent, 1.0f ); camScript.Offset = Interpolate.Ease(EaseFn, OffsetA, OffsetB-OffsetA, obj.percent, 1.0f ); camScript.Rotation = Interpolate.Ease(EaseFn, RotationA, RotationB-RotationA, obj.percent, 1.0f ); } }
private void Start() { // Get the transform of the main camera to allow for camera-relative controls if (Camera.main != null) { cam = Camera.main.transform; } else { Debug.LogWarning( "Warning: no main camera found. Third person character needs a Camera tagged \"MainCamera\", for camera-relative controls."); } // Initialize variables character = GetComponent<RobotCharacter>(); ragdoll = GetComponent<RobotRagdoll>(); particle = GetComponent<RobotParticleManager>(); energy = GetComponent<RobotEnergy>(); isoCam = Camera.main.GetComponent<IsometricCamera>(); GM = GameObject.Find("GameManager").GetComponent<GameManager>(); gui = GameObject.Find ("GUI").GetComponentInChildren<GUIManager>(); entity = GetComponentInChildren<EntityRig>(); crouch = false; guard = false; leftTriggerReleased = true; rightTriggerReleased = true; energy.StartEnergyDrain(); }
public void CreateWithLookDirection() { var lookDirection = Vector3D.UnitY; camera = new IsometricCamera(Resolve <Device>(), Resolve <Window>(), lookDirection); Assert.AreEqual(-lookDirection, camera.Position); Assert.AreEqual(Vector3D.Zero, camera.Target); }
void Start() { // 백그라운드의 반지름 radius = rect_Background.rect.width * 0.5f; PlayerScript = GameManager.instance.mainPlayer.GetComponent <Player>(); PlayerCamera = GameObject.Find("Main Camera").GetComponent <IsometricCamera>(); go_Player = GameManager.instance.mainPlayer; }
void Start() { // 백그라운드의 반지름 radius = rect_Background.rect.width * 0.5f; shootingCoolTime = 1.75f; mainCameraIsometricScript = GameObject.Find("Main Camera").GetComponent <IsometricCamera>(); }
/*on screen debug * private Text directionText; * private Text speedText; * private Text moveText; * private Text groundedText; * private Text distanceText; * private Text crouchText;*/ void Awake() { kayaRB = GetComponent <Rigidbody> (); //init player rigid body component\ kayaCollider = GetComponent <CapsuleCollider> (); //init player collider anim = GetComponent <Animator> (); //init player animation component cam = Camera.main.transform; //init main camera transform isoCam = Camera.main.GetComponent <IsometricCamera> (); //init isoCam component of main camera startingMaterial = kayaCollider.material; //init starting capsule collider material wilhelmDeath = GetComponent <AudioSource>(); }
public void ConfigureCamera() { camera = null; camera = new IsometricCamera(Vector3.Zero, 10000f, 1f, float.MaxValue, graphics.GraphicsDevice); // Zoom camera to fit world // Get largest side float largestSide = (float)Math.Sqrt(Math.Pow(world.RealSize.Z, 2) + Math.Pow(world.RealSize.X, 2)); // Get largest screen side int lsg = Math.Min(graphics.GraphicsDevice.Viewport.Width, graphics.GraphicsDevice.Viewport.Height); camera.Zoom = largestSide / lsg; }
protected override void Awake() { base.Awake(); if (Camera == null) { Camera[] allCameras = UnityEngine.Camera.allCameras; foreach (var c in allCameras) { Camera = c.GetComponent <IsometricCamera>(); if (Camera != null) { break; } } } }
private void Start() { // Get the transform of the main camera to allow for camera-relative controls if (Camera.main != null) { cam = Camera.main.transform; } else { Debug.LogWarning( "Warning: no main camera found. Third person character needs a Camera tagged \"MainCamera\", for camera-relative controls."); } // Initialize variables character = GetComponent<RobotCharacter>(); ragdoll = GetComponent<RobotRagdoll>(); isoCam = Camera.main.GetComponent<IsometricCamera>(); crouch = false; guard = false; leftTriggerReleased = true; rightTriggerReleased = true; }
void Start() { kayaRB = GetComponent <Rigidbody> (); //init player rigid body component\ kayaCollider = GetComponent <CapsuleCollider>(); //init player collider anim = GetComponent <Animator>(); //init player animation component cam = Camera.main.transform; //init main camera transform isoCam = Camera.main.GetComponent <IsometricCamera>(); //init isoCam component of main camera //debug UI components speedText = GameObject.Find("/Canvas/Speed").GetComponent <Text>(); directionText = GameObject.Find("/Canvas/Direction").GetComponent <Text> (); moveText = GameObject.Find("/Canvas/MoveVector").GetComponent <Text> (); groundedText = GameObject.Find("/Canvas/Grounded").GetComponent <Text> (); //define avatarBones with rigid bodies in player game object avatarBones = gameObject.GetComponentsInChildren <Rigidbody>(); //set avatarBones to kinematic foreach (Rigidbody bone in avatarBones) { bone.isKinematic = true; } //reset player parent rigid body component to non kinematic kayaRB.isKinematic = false; kayaRB.constraints = RigidbodyConstraints.FreezeRotationX | RigidbodyConstraints.FreezeRotationY | RigidbodyConstraints.FreezeRotationZ; //debug for iso controller //Debug.Log("camera forward vector: " + cam.forward); //Debug.Log ("player forward vector: " + transform.forward); //turnAssistSpeed = 0.0f; mask = ~mask; }
public void StartScene() { GameManager.State = GameState.Menu; IsometricCamera.ResetLevelZoomIn(); Instance.StartCoroutine(Instance.LoadAsync(LevelSetManager.CurrentLevel.scenename)); }
public void CloseSceneLineUp() { IsometricCamera.StartLevelZoomIn(); CloseMenuScreen(); }
protected override void OnEnable() { base.OnEnable(); t = (IsometricCamera)target; SceneView.onSceneGUIDelegate += OnSceneGUIDelegate; }
/// <summary> /// Called when a player has connected for the first time to spawn them on the given /// spawnPoint and creates/associates the player camera /// </summary> /// <param name="playerId"></param> public void RegisterPlayer(string playerId, string playerName, int spawnIndex, bool isLocalPlayer = false) { // Index not recognized if (spawnIndex < 0 || spawnIndex >= this.spawnPoints.Length) { Debug.Log("Spawn Index: " + spawnIndex + " not recognized. Using a random one instead"); spawnIndex = Random.Range(0, this.spawnPoints.Length); } // Position and Color for the tank SpawnPointInfoStruct spawnInfo = this.spawnPoints[spawnIndex]; // Player already registered? // Then make sure that we still have the correct position and player name associtaed with them // Also, make sure the colors are correct if (this.activeUsers.ContainsKey(playerId)) { Player activeplayer = this.activeUsers[playerId]; activeplayer.GamerTag = playerName; activeplayer.transform.position = spawnInfo.transform.position; activeplayer.MeshRendererMaterial = spawnInfo.material; return; } // Set the spawn point Vector3 spawnPoint = spawnInfo.transform.position; // Container for all player objects GameObject mainContainerGO = GameObject.Find("_Players"); // Not created yet if (mainContainerGO == null) { mainContainerGO = new GameObject("_Players"); } // Container for this new player GameObject playerContainerGO = new GameObject(playerId); playerContainerGO.transform.SetParent(mainContainerGO.transform); GameObject camPrefab = this.socketCameraPrefab; if (isLocalPlayer) { camPrefab = this.localCameraPrefab; } GameObject playerGO = Instantiate(this.playerPrefab, spawnPoint, Quaternion.identity, playerContainerGO.transform); GameObject cameraGO = Instantiate(camPrefab, playerContainerGO.transform); playerGO.name = "Tank"; cameraGO.name = "Camera"; Player player = playerGO.GetComponent <Player>(); IsometricCamera isoCamera = cameraGO.GetComponent <IsometricCamera>(); player.GamerTag = playerName; player.PlayerId = playerId; player.IsoCamera = cameraGO.GetComponentInChildren <Camera>(); isoCamera.Target = playerGO.transform; // Update the tank's color and gamer tag color player.MeshRendererMaterial = spawnInfo.material; player.GamerTagColor = spawnInfo.gamerTagColor; // Make the player face towards the center of the map on spawn Vector3 lookAt = Vector3.zero - playerGO.transform.position; Quaternion currentRot = playerGO.transform.rotation; Quaternion targetRot = Quaternion.LookRotation(lookAt); playerGO.transform.rotation = targetRot; // Finally, local players require the "local player" component if (isLocalPlayer) { playerGO.AddComponent <LocalPlayerController>(); localPlayer = player; // Set the waypoint marker to use the gamer tag color GameObject.FindGameObjectWithTag("Waypoint").GetComponent <WaypointMarker>().WaypointColor = spawnInfo.gamerTagColor; } // Register player this.activeUsers.Add(playerId, player); }