public override void TargetHited(AS_Bullet bullet, AS_BulletHiter target, Vector3 point) { if (!ActionCam) { return; } if (detected) { ActionCam.ActionBullet(2.0f); ActionCam.ObjectLookAt = null; ActionCam.SlowmotionNow(0.1f, 1.6f); ActionCam.Follow = false; ActionCam.SetPosition(ActionCam.transform.position, ActionCam.Detected); ActionCam.ResetFOV(); } else { // in case of missed prediction of hit point. // action camera will try to get new position as close as hit point ActionCam.FOVTarget = 20; ActionCam.ActionBullet(2.0f); ActionCam.ObjectLookAt = null; ActionCam.SlowmotionNow(0.1f, 1.6f); ActionCam.Follow = false; ActionCam.SetPosition(point - bullet.transform.forward * 5 * ZoomMulti, false); ActionCam.lookAtPosition = point; } base.TargetHited(bullet, target, point); }
public override void Shoot(GameObject bullet) { if (!ActionCam) { return; } ActionCam.SetPosition(bullet.transform.position, false); base.Shoot(bullet); }
public override void Shoot(GameObject bullet) { if (!ActionCam) { return; } ActionCam.ObjectLookAt = null; ActionCam.FOVTarget = 20; ActionCam.SetPosition(bullet.transform.position, false); base.Shoot(bullet); }
public override void Shoot(GameObject bullet) { if (!ActionCam) { return; } ActionCam.ObjectFollowing = null; ActionCam.ObjectLookAt = null; ActionCam.InAction = false; ActionCam.Follow = false; ActionCam.SetPosition(bullet.transform.position, false); base.Shoot(bullet); }
public override void FirstDetected(AS_Bullet bullet, AS_BulletHiter target, Vector3 point) { if (!ActionCam) { return; } if (!ActionCam.InAction) { ActionCam.Follow = true; ActionCam.SetPosition(bullet.transform.position + (bullet.transform.right * ZoomMulti) - (bullet.transform.forward * 2 * ZoomMulti), false); } base.FirstDetected(bullet, target, point); }
public override void TargetHited(AS_Bullet bullet, AS_BulletHiter target, Vector3 point) { if (!ActionCam) { return; } ActionCam.ActionBullet(3.0f); ActionCam.ObjectLookAt = null; ActionCam.SlowmotionNow(0.02f, 1.0f); ActionCam.Follow = true; ActionCam.lookAtPosition = point; ActionCam.SetPosition(point + (target.transform.right * ZoomMulti) - (target.transform.forward * 2 * ZoomMulti), true); ActionCam.LengthMult = 0.5f; base.TargetHited(bullet, target, point); }
public override void TargetDetected(AS_Bullet bullet, AS_BulletHiter target, Vector3 point) { if (!ActionCam) { return; } if (!ActionCam.HitTarget) { ActionCam.ObjectLookAt = bullet.gameObject; ActionCam.Follow = true; ActionCam.SlowmotionNow(0.02f, 3.0f); ActionCam.SetPosition(point + (target.transform.right * ActionCam.Length), false); ActionCam.ActionBullet(10.0f); } base.TargetDetected(bullet, target, point); }
public override void TargetDetected(AS_Bullet bullet, AS_BulletHiter target, Vector3 point) { if (!ActionCam) { return; } if (!ActionCam.HitTarget) { ActionCam.Follow = true; ActionCam.ActionBullet(10.0f); ActionCam.Slowmotion(0.015f, 10f); ActionCam.LengthMult = 0.2f; ActionCam.SetPosition(bullet.transform.position + (bullet.transform.right * ZoomMulti) - (bullet.transform.forward * ZoomMulti), ActionCam.Detected); ActionCam.CameraOffset = Vector3.right; } base.TargetDetected(bullet, target, point); }
public override void TargetHited(AS_Bullet bullet, AS_BulletHiter target, Vector3 point) { if (!ActionCam) { return; } ActionCam.SetPositionDistance(point, true); ActionCam.lookAtPosition = point; ActionCam.ActionBullet(2.0f); ActionCam.SlowmotionNow(0.03f, 1); ActionCam.SetFOV(20, true, 0.1f); ActionCam.ObjectFollowing = null; ActionCam.Follow = true; ActionCam.SetPosition(point - bullet.transform.forward * 5, false); base.TargetHited(bullet, target, point); }
public override void FirstDetected(AS_Bullet bullet, AS_BulletHiter target, Vector3 point) { if (!ActionCam) { return; } if (!ActionCam.InAction) { ActionCam.ObjectLookAt = bullet.gameObject; ActionCam.Follow = true; ActionCam.ActionBullet(10.0f); ActionCam.SlowmotionNow(0.025f, 3.0f); ActionCam.LengthMult = 0.2f; ActionCam.SetPosition(bullet.transform.position + (bullet.transform.right * ZoomMulti) - (bullet.transform.forward * ZoomMulti), ActionCam.Detected); ActionCam.CameraOffset = -Vector3.right; } base.FirstDetected(bullet, target, point); }
public override void FirstDetected(AS_Bullet bullet, AS_BulletHiter target, Vector3 point) { if (!ActionCam) { return; } if (!ActionCam.InAction) { ActionCam.ObjectLookAt = bullet.gameObject; ActionCam.Follow = true; ActionCam.ActionBullet(10.0f); //This is the method you wanna change when bullet is on it's path! ActionCam.SlowmotionNow(0.1f, 3.0f); ActionCam.LengthMult = 0.1f; ActionCam.SetPosition(bullet.transform.position + (bullet.transform.right) - (bullet.transform.forward), ActionCam.Detected); ActionCam.CameraOffset = ((bullet.transform.right) - (bullet.transform.forward)) * 0.2f; detected = true; } base.FirstDetected(bullet, target, point); }