public override void FirstDetected(AS_Bullet bullet, AS_BulletHiter target, Vector3 point) { if (!ActionCam) { return; } if (!ActionCam.InAction) { ActionCam.Slowmotion(0.5f, 1); } base.FirstDetected(bullet, target, point); }
public override void TargetDetected(AS_Bullet bullet, AS_BulletHiter target, Vector3 point) { if (!ActionCam) { return; } ActionCam.ObjectLookAt = target.gameObject; ActionCam.Follow = false; ActionCam.Slowmotion(0.2f, 0.2f); ActionCam.SetPositionDistance(target.transform.position, false); ActionCam.ActionBullet(2.0f); Debug.Log(">>>" + ActionCam.ObjectLookAt); base.TargetDetected(bullet, target, point); }
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); ActionCam.Slowmotion(0.1f, 1.0f); } base.FirstDetected(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); }