/// <summary> /// resets all the springs to their default positions, i.e. /// for when loading a new camera or switching a weapon /// </summary> public virtual void SnapSprings() { if (m_PositionSpring != null) { m_PositionSpring.RestState = PositionOffset - PositionPivot; m_PositionSpring.State = PositionOffset - PositionPivot; m_PositionSpring.Stop(true); } if (m_WeaponGroup != null) { m_WeaponGroupTransform.localPosition = PositionOffset - PositionPivot; } if (m_PositionPivotSpring != null) { m_PositionPivotSpring.RestState = PositionPivot; m_PositionPivotSpring.State = PositionPivot; m_PositionPivotSpring.Stop(true); } Transform.localPosition = PositionPivot; if (m_PositionSpring2 != null) { m_PositionSpring2.RestState = Vector3.zero; m_PositionSpring2.State = Vector3.zero; m_PositionSpring2.Stop(true); } if (m_RotationPivotSpring != null) { m_RotationPivotSpring.RestState = RotationPivot; m_RotationPivotSpring.State = RotationPivot; m_RotationPivotSpring.Stop(true); } Transform.localEulerAngles = RotationPivot; if (m_RotationSpring != null) { m_RotationSpring.RestState = RotationOffset; m_RotationSpring.State = RotationOffset; m_RotationSpring.Stop(true); } if (m_RotationSpring2 != null) { m_RotationSpring2.RestState = Vector3.zero; m_RotationSpring2.State = Vector3.zero; m_RotationSpring2.Stop(true); } }
/// <summary> /// resets all the springs to their default positions, i.e. /// for when loading a new camera or switching a weapon /// </summary> public virtual void SnapSprings() { if (m_PositionSpring2 != null) { m_PositionSpring2.RestState = Vector3.zero; m_PositionSpring2.State = Vector3.zero; m_PositionSpring2.Stop(true); } if (m_RotationSpring2 != null) { m_RotationSpring2.RestState = m_RotationSpring2DefaultRotation; m_RotationSpring2.State = m_RotationSpring2DefaultRotation; m_RotationSpring2.Stop(true); } }
/////////////////////////////////////////////////////////// // resets all the springs to their default positions, i.e. // for when loading a new camera or switching a weapon /////////////////////////////////////////////////////////// public void SnapSprings() { if (m_PositionSpring != null) { m_PositionSpring.RestState = PositionOffset; m_PositionSpring.State = PositionOffset; m_PositionSpring.Stop(); } if (m_RotationSpring != null) { m_RotationSpring.RestState = Vector3.zero; m_RotationSpring.State = Vector3.zero; m_RotationSpring.Stop(); } }
/////////////////////////////////////////////////////////// // resets all the springs to their default positions, i.e. // for when loading a new camera or switching a weapon /////////////////////////////////////////////////////////// public void SnapSprings() { if (m_PositionSpring != null) { m_PositionSpring.RestState = PositionOffset - PositionPivot; m_PositionSpring.State = PositionOffset - PositionPivot; m_PositionSpring.Stop(); } if (m_WeaponGroup != null) { m_WeaponGroup.transform.localPosition = PositionOffset - PositionPivot; } if (m_PositionPivotSpring != null) { m_PositionPivotSpring.RestState = PositionPivot; m_PositionPivotSpring.State = PositionPivot; m_PositionPivotSpring.Stop(); } transform.localPosition = PositionPivot; if (m_PositionSpring2 != null) { m_PositionSpring2.RestState = Vector3.zero; m_PositionSpring2.State = Vector3.zero; m_PositionSpring2.Stop(); } if (m_RotationSpring != null) { m_RotationSpring.RestState = RotationOffset; m_RotationSpring.State = RotationOffset; m_RotationSpring.Stop(); } if (m_RotationSpring2 != null) { m_RotationSpring2.RestState = Vector3.zero; m_RotationSpring2.State = Vector3.zero; m_RotationSpring2.Stop(); } }
/////////////////////////////////////////////////////////// // stops all the springs /////////////////////////////////////////////////////////// public void StopSprings() { if (m_PositionSpring != null) { m_PositionSpring.Stop(); } if (m_PositionSpring2 != null) { m_PositionSpring2.Stop(); } if (m_RotationSpring != null) { m_RotationSpring.Stop(); } }