public void FinalZoomArcherOut() { playerRigid.isKinematic = false; playerCollider.isTrigger = false; player.isInZoom = false; mode = camera_state.FINAL_ZOOM_OUT; }
public void DarknessIn() { hud.SetActive(false); playerRigid.isKinematic = true; playerCollider.isTrigger = true; player.isInZoom = true; mode = camera_state.DARKNESS_IN; }
public void ZoomArcherIn() { archerPosition = archer.transform.position; playerRigid.isKinematic = true; playerCollider.isTrigger = true; player.isInZoom = true; mode = camera_state.ZOOM_IN_ARCHER; }
public void ZoomInBattle() { startPoint.localPosition = new Vector3(-8.8f, startPoint.localPosition.y, startPoint.localPosition.z); mode = camera_state.ZOOM_OUT_ARCHER; colliders.SetActive(true); playerRig.isKinematic = false; playerCol.isTrigger = false; }
void Update() { switch (mode) { case camera_state.ZOOM_OUT: zoomTime += Time.deltaTime; camera.fieldOfView = Mathf.Lerp(maxZoom, minZoom, zoomTime / maxZoomTime); if (zoomTime > maxZoomTime) { mode = camera_state.WAITING; zoomTime = 0.0f; player.isInZoom = false; } break; case camera_state.ZOOM_IN_ARCHER: if (shake.shakeIt) { camera.transform.position = initialPosition; shake.shakeIt = false; } zoomTime += Time.deltaTime; camera.fieldOfView = Mathf.Lerp(maxZoom, archerZoom, zoomTime / maxZoomTime); camera.transform.position = new Vector3(Mathf.Lerp(initialPosition.x, archerPosition.x + archerXoffset, zoomTime / maxZoomTime), Mathf.Lerp(initialPosition.y, archerPosition.y + archerElevation, zoomTime / maxZoomTime), camera.transform.position.z); if (zoomTime > maxZoomTime) { mode = camera_state.WAITING; zoomTime = 0.0f; } break; case camera_state.ZOOM_OUT_ARCHER: if (shake.shakeIt) { camera.transform.position = initialPosition; shake.shakeIt = false; } zoomTime += Time.deltaTime; camera.fieldOfView = Mathf.Lerp(archerZoom, maxZoom, zoomTime / maxZoomTime); camera.transform.position = new Vector3(Mathf.Lerp(archerPosition.x + archerXoffset, initialPosition.x, zoomTime / maxZoomTime), Mathf.Lerp(archerPosition.y + archerElevation, initialPosition.y, zoomTime / maxZoomTime), camera.transform.position.z); if (zoomTime > maxZoomTime) { mode = camera_state.WAITING; zoomTime = 0.0f; player.isInZoom = false; } break; case camera_state.ZOOM_OUT_GLITCH: zoomTime += Time.deltaTime; camera.fieldOfView = Mathf.Lerp(glitchZoom, minZoom, zoomTime / maxZoomTime); camera.transform.position = new Vector3(Mathf.Lerp(cameraInitPoint.position.x, initialPosition.x, zoomTime / maxZoomTime), Mathf.Lerp(cameraInitPoint.position.y, initialPosition.y, zoomTime / maxZoomTime), camera.transform.position.z); if (zoomTime > maxZoomTime) { mode = camera_state.WAITING; zoomTime = 0.0f; player.isInZoom = false; } break; case camera_state.FINAL_ZOOM_OUT: if (shake.shakeIt) { camera.transform.position = initialPosition; shake.shakeIt = false; } zoomTime += Time.deltaTime; camera.fieldOfView = Mathf.Lerp(archerZoom, minZoom, zoomTime / maxZoomTime); camera.transform.position = new Vector3(Mathf.Lerp(archerPosition.x + archerXoffset, initialPosition.x, zoomTime / maxZoomTime), Mathf.Lerp(archerPosition.y + archerElevation, initialPosition.y, zoomTime / maxZoomTime), camera.transform.position.z); if (zoomTime > maxZoomTime) { mode = camera_state.WAITING; zoomTime = 0.0f; player.isInZoom = false; } break; case camera_state.DARKNESS_IN: zoomTime += Time.deltaTime; darkness.intensity = Mathf.Lerp(minDarkness, maxDarkness, zoomTime / maxDarkTime); fisheye.strengthX = Mathf.Lerp(minFisheye, maxFisheye, zoomTime / maxZoomTime); if (zoomTime > maxDarkTime) { mode = camera_state.WAITING; zoomTime = 0.0f; } break; case camera_state.DARKNESS_OUT: zoomTime += Time.deltaTime; darkness.intensity = Mathf.Lerp(maxDarkness, minDarkness, zoomTime / maxDarkTime); fisheye.strengthX = Mathf.Lerp(maxFisheye, minFisheye, zoomTime / maxZoomTime); if (zoomTime > maxDarkTime) { mode = camera_state.ZOOM_OUT_GLITCH; zoomTime = 0.0f; hud.SetActive(true); world.enabled = true; } break; } }
public void ZoomArcherOut() { playerCollider.isTrigger = false; playerRigid.isKinematic = false; mode = camera_state.ZOOM_OUT_ARCHER; }
public void ZoomOut() { mode = camera_state.ZOOM_OUT; colliders.SetActive(false); player.isInZoom = true; }
public void FinalZoomArcherIn() { archerElevation = 0; archerXoffset = 7; archerPosition = archer.transform.position; playerRigid.isKinematic = true; playerCollider.isTrigger = true; player.isInZoom = true; mode = camera_state.ZOOM_IN_ARCHER; }