public CameraFollowState(ref NewCameraData dataIn, ref CameraPositionData posDataIn, ref NewCameraTargetData targetDataIn, ref NewCameraLastFrameData lastFrameDataIn) { this.c_cameraData = dataIn; this.c_positionData = posDataIn; this.c_targetData = targetDataIn; this.c_lastFrameData = lastFrameDataIn; }
void SetDefaultData() { renderPixelHeight = 540; renderPixelRatio = ((float)Camera.main.pixelHeight / (float)Camera.main.pixelWidth); renderPixelWidth = Mathf.RoundToInt(renderPixelRatio * renderPixelHeight); c_positionData = new CameraPositionData(transform.position, transform.rotation, 0); c_targetData = new NewCameraTargetData(Vector3.zero, Quaternion.identity); c_lastFrameData = new NewCameraLastFrameData(c_positionData.v_currentPosition, c_targetData.v_currentTargetPosition, c_positionData.q_currentRotation, c_targetData.q_currentTargetRotation); }
public CameraPreviewState(ref CameraPositionData dataIn, ref CameraPreviewData pDataIn, ref CameraPreviewActiveData aDataIn) { this.c_previewData = pDataIn; this.c_positionData = dataIn; this.c_activeData = aDataIn; }
/* ============================================================================ Init functions ============================================================================ */ public void Init() { // first init languages languages = new LanguageData(); statusValues = new StatusValueData(); elements = new ElementData(); races = new RaceData(); sizes = new SizeData(); areaNames = new AreaNameData(); armors = new ArmorData(); cameraPositions = new CameraPositionData(); attacks = new BaseAttackData(); characters = new CharacterData(); classes = new ClassData(); colors = new ColorData(); dialoguePositions = new DialoguePositionData(); battleAIs = new BattleAIData(); enemies = new EnemyData(); equipParts = new EquipmentPartData(); formulas = new FormulaData(); gameSettings = new GameSettingsData(); items = new ItemData(); itemTypes = new ItemTypeData(); loadSaveHUD = new LoadSaveHUDData(); mainMenu = new MainMenuData(); skillTypes = new SkillTypeData(); effects = new StatusEffectData(); skills = new SkillData(); weapons = new WeaponData(); music = new MusicData(); huds = new HUDData(); recipes = new ItemRecipeData(); fonts = new FontData(); globalEvents = new GlobalEventData(); teleports = new TeleportData(); difficulties = new DifficultyData(); // battle system battleAnimations = new BattleAnimationData(); battleSystem = new BattleSystemData(); }