示例#1
0
    void Start()
    {
        gm   = GameManager.instance;
        rb   = GetComponent <Rigidbody2D>();
        anim = GetComponent <Animator>();

        cam      = FindObjectOfType <CinemachineVirtualCamera>();
        composer = cam.GetCinemachineComponent <CinemachineFramingTransposer>();

        if (gm.resetCount == 0)
        {
            GameManager.instance.lastCheckpos = transform.position;
        }
        else if (gm.resetCount > 0) //ya no sirve, pero dejemoslo por las dudas
        {
            transform.position = GameManager.instance.lastCheckpos;
        }

        PhysicsMaterial2D physicMaterial = new PhysicsMaterial2D(gameObject.name);

        physicMaterial.bounciness = 0;
        physicMaterial.friction   = 0;

        rb.sharedMaterial = physicMaterial;
    }
示例#2
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 private void Awake()
 {
     cineGroup     = FindObjectOfType <CinemachineTargetGroup>();
     vcam          = FindObjectOfType <CinemachineVirtualCamera>();
     cineFramTrans = vcam.GetCinemachineComponent <CinemachineFramingTransposer>();
     //cineFramTrans.m_GroupFramingSize -= 0.1f;
 }
示例#3
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        // Update is called once per frame
        void Update()
        {
            CinemachineVirtualCamera vCamera = this.brain?.ActiveVirtualCamera?.VirtualCameraGameObject?.GetComponent <CinemachineVirtualCamera>();

            if (vCamera == null)
            {
                return;
            }

            CinemachineFramingTransposer vTransposer = vCamera.GetCinemachineComponent <CinemachineFramingTransposer>();


            float vAxis = Input.GetAxis("Vertical") * -1.0f;

            if (vAxis != 0.0f)
            {
                vTransposer.m_CameraDistance = vTransposer.m_CameraDistance + (zoomSpeed * Time.deltaTime * vAxis);
            }

            float hAxis = Input.GetAxis("Horizontal");

            if (hAxis != 0.0f)
            {
                Vector3 euler = vCamera.transform.eulerAngles;
                vCamera.transform.eulerAngles = new Vector3(euler.x, euler.y + (rotationSpeed * Time.deltaTime * hAxis), euler.z);
                //Debug.Log(new Vector3(euler.x, euler.y + (rotationSpeed * Time.deltaTime * hAxis), euler.z));
            }
        }
示例#4
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    public void setTarget(Transform target)
    {
        this.GetComponentsInChildren <CinemachineVirtualCamera>()[0].Follow = target;
        CinemachineFramingTransposer framingBody = this.GetComponentsInChildren <CinemachineVirtualCamera>()[0].GetCinemachineComponent <CinemachineFramingTransposer>();

        framingBody.m_DeadZoneHeight = 1;
    }
示例#5
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 // Start is called before the first frame update
 void Start()
 {
     cm = GetComponent <CinemachineVirtualCamera>();
     cm.GetComponentPipeline();
     transposer = cm.GetCinemachineComponent <CinemachineFramingTransposer>();
     player     = GameObject.FindGameObjectWithTag("Player");
 }
示例#6
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 private void Awake()
 {
     _camera = FindObjectOfType <CinemachineVirtualCamera>()
               .GetCinemachineComponent <CinemachineFramingTransposer>();
     Timer.Instance.Begin();
     LoadLevel();
 }
示例#7
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 public override void SetCamera(CinemachineFramingTransposer body)
 {
     body.m_LookaheadIgnoreY = true;
     body.m_ScreenY          = 0.6f;
     body.m_DeadZoneHeight   = 0.1f;
     body.m_BiasY            = -0.1f;
 }
 // Start is called before the first frame update
 void Start()
 {
     state         = PlayerCharacter.VelocityState.idle;
     Camera        = GameObject.Find("2DCamera(Clone)");
     VirtualCamera = Camera.GetComponent <CinemachineVirtualCamera>();
     fComposer     = VirtualCamera.GetCinemachineComponent <CinemachineFramingTransposer>();
 }
示例#9
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 private void Start()
 {
     cam              = GetComponent <CinemachineVirtualCamera>();
     camTransposer    = cam.GetCinemachineComponent <CinemachineFramingTransposer>();
     camNoise         = cam.GetCinemachineComponent <CinemachineBasicMultiChannelPerlin>();
     cameraController = normalCam.GetComponent <CameraController>();
 }
示例#10
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 void Start()
 {
     cam = GetComponent <CinemachineVirtualCamera>();
     virtualCameraNoise = cam.GetCinemachineComponent <CinemachineBasicMultiChannelPerlin>();
     framingTransposer  = cam.GetCinemachineComponent <CinemachineFramingTransposer>();
     _ = StartCoroutine(FindPlayer());
 }
示例#11
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    // Use this for initialization
    void Start()
    {
        if (!m_vCam)
        {
            m_vCam = GetComponent <CinemachineVirtualCamera>();
        }

        Transform follow = m_vCam.Follow;

        m_handledGroup = follow.GetComponent <CinemachineTargetGroup>();
        if (!m_handledGroup)
        {
            Debug.LogError("This camera does not use TargetGroup, this script has no use and will disabled itself ...");
            enabled = false;
            return;
        }

        m_targets           = m_handledGroup.m_Targets;
        m_framingTransposer = m_vCam.GetCinemachineComponent <CinemachineFramingTransposer>();
        if (!m_framingTransposer)
        {
            Debug.LogError("This Camera has no Body \"FramingTransposer\", this script has no use and will disable itself ...");
            enabled = false;
            return;
        }

        //float halfScreenSize = m_vCam.m_Lens.OrthographicSize * m_vCam.m_Lens.Aspect;
        //m_borderOffset = m_framingTransposer.m_DeadZoneWidth * halfScreenSize;
    }
    private void Start()
    {
        transposer = GetComponent <CinemachineVirtualCamera>().GetCinemachineComponent <CinemachineFramingTransposer>();

        prevState = IsFacingRight();
        UpdateTargetValue();
    }
 void Start()
 {
     cinemachineVirtualCamera.Follow = playerCharacterController.transform;
     framingTransposer = cinemachineVirtualCamera.GetCinemachineComponent <CinemachineFramingTransposer>();
     framingTransposer.m_SoftZoneHeight = 0.5195311f;
     framingTransposer.m_SoftZoneWidth  = 0.5472223f;
 }
示例#14
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        protected override void Awake()
        {
            base.Awake();

            _transposer = GetCinemachineComponent <CinemachineFramingTransposer>();
            Assert.IsNotNull(_transposer);
        }
示例#15
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    public void ActivateCamera()
    {
        if (allCameras != null)
        {
            foreach (CameraBehaviour b in allCameras)
            {
                if (b != this)
                {
                    b.DesactivateCamera();
                }
            }
        }
        activated = true;
        CinemachineFramingTransposer transposer = virtualCamera.GetCinemachineComponent <CinemachineFramingTransposer>();

        if (transposer != null)
        {
            transposer.m_MinimumDistance = minCameraDistance;
            transposer.m_MaximumDistance = maxCameraDistance;
        }
        if (!staticCamera)
        {
            virtualCamera.m_Follow = followPoint.transform;
        }
        virtualCamera.m_LookAt = followPoint.transform;
    }
示例#16
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文件: Player.cs 项目: zlafex/Osdas
    void Awake()
    {
        //Assigning objects or components
        cinemachine = Camera.main.GetComponentInChildren <CinemachineVirtualCamera>().GetCinemachineComponent <CinemachineFramingTransposer>();

        animator = this.gameObject.GetComponent <Animator>();
        rb       = this.gameObject.GetComponent <Rigidbody>();

        isDiving          = false;
        staminaController = false;

        GameObject.Find("Global Volume").GetComponent <Volume>().profile.TryGet(out vignette);

        particleSystem = GameObject.Find("Particle System").GetComponent <ParticleSystem>();

        //Assigning actions
        GameManager.Instance.startGame += () =>
        {
            this.enabled = true;
        };

        GameManager.Instance.gameOver += () =>
        {
            particleSystem.Play();
            this.gameObject.GetComponent <AudioSource>().Play();

            rb.velocity = Vector3.zero;
            this.gameObject.GetComponent <SkinnedMeshRenderer>().enabled = false;
            this.enabled = false;
        };
    }
示例#17
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 public override void SetCamera(CinemachineFramingTransposer body)
 {
     body.m_LookaheadIgnoreY = false;
     body.m_ScreenY          = 0.5f;
     body.m_DeadZoneHeight   = 0.2f;
     body.m_BiasY            = 0;
 }
示例#18
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 private void Awake()
 {
     cinemachine                    = GetComponent <CinemachineVirtualCamera>();
     cinemachinePerlin              = cinemachine.GetCinemachineComponent <CinemachineBasicMultiChannelPerlin>();
     cinemachineFraming             = cinemachine.GetCinemachineComponent <CinemachineFramingTransposer>();
     cinemachineFrameInitialScreenY = cinemachineFraming.m_ScreenY;
 }
示例#19
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        protected override void Awake()
        {
            base.Awake();

            _transposer = GetCinemachineComponent <CinemachineFramingTransposer>();
            _confiner   = GetComponent <CinemachineConfiner>();
        }
示例#20
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    private void ApplyOffsets()
    {
        float offsetX;
        float offsetY;

        if (_positionSide == Vector2.right || _positionSide == Vector2.down)
        {
            offsetX = leftOrTopOffsetX;
            offsetY = leftOrTopOffsetY;
        }
        else
        {
            offsetX = rightOrBottomOffsetX;
            offsetY = rightOrBottomOffsetY;
        }
        CinemachineFramingTransposer transposer = _virtualCamera.GetCinemachineComponent <CinemachineFramingTransposer>();
        float sum = transposer.m_ScreenX + offsetX;

        if (sum > 0 && sum < 1)
        {
            transposer.m_ScreenX += offsetX;
        }
        sum = transposer.m_ScreenY + offsetY;
        if (sum > 0 && sum < 1)
        {
            transposer.m_ScreenY += offsetY;
        }
    }
示例#21
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        /// <summary>
        /// Add a virtual camera for viewing this object if there isn't one
        /// already assigned to `virtualCamera`. If one is assigned prepare it
        /// for the scene. Called during startup.
        /// </summary>
        private void ConfigureVirtualCamera()
        {
            if (_virtualCamera != null)
            {
                return;
            }

            Bounds bounds = this.GetComponent <Collider>().bounds;

            // TODO: Make a prefab and instantiate from that rather than creating at runtime
            GameObject camera = new GameObject();

            camera.name    = "Virtual Camera for " + this.name;
            _virtualCamera = camera.AddComponent <CinemachineVirtualCamera>();
            _virtualCamera.m_StandbyUpdate = CinemachineVirtualCameraBase.StandbyUpdateMode.Never;
            _virtualCamera.LookAt          = transform;
            _virtualCamera.Follow          = transform;

            CinemachineFramingTransposer transposer = ((CinemachineVirtualCamera)_virtualCamera).AddCinemachineComponent <CinemachineFramingTransposer>();

            transposer.m_CameraDistance = bounds.extents.x * 2;

            ((CinemachineVirtualCamera)_virtualCamera).AddCinemachineComponent <CinemachineComposer>();

            camera.transform.parent = gameObject.transform;
        }
示例#22
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        void Start()
        {
            cine = ((CinemachineFramingTransposer)cinemachine.GetComponentPipeline()[0]);
            activitiesManager = LoadInfo.Instance.activitiesManager;
            isExecute         = true;

            Cursor.SetCursor(cursorTexture, Vector2.one * 8, CursorMode.Auto);
        }
        /// <summary>
        /// On Awake we grab our components
        /// </summary>
        protected virtual void Awake()
        {
            _virtualCamera = GetComponent <CinemachineVirtualCamera>();
            _confiner      = GetComponent <CinemachineConfiner>();

            _currentZoom       = _virtualCamera.m_Lens.Orthographic ? InitialOrthographicZoom : InitialPerspectiveZoom;
            _framingTransposer = _virtualCamera.GetCinemachineComponent <CinemachineFramingTransposer>();
        }
示例#24
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 void Start()
 {
     cinemachineFraming   = vcam.GetCinemachineComponent <CinemachineFramingTransposer>();
     originalY            = cinemachineFraming.m_ScreenY;
     currentIdleTimer     = Time.time;
     relativePosYLookDown = cinemachineFraming.m_ScreenY - offsetY;
     relativePosYLookUp   = cinemachineFraming.m_ScreenY + offsetY;
 }
示例#25
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 // Start is called before the first frame update
 void Start()
 {
     Player                  = GameObject.FindGameObjectWithTag("PlayerFollower").transform;
     CameraController        = gameObject.GetComponent <CinemachineVirtualCamera>();
     FramingTransposer       = CameraController.GetCinemachineComponent <CinemachineFramingTransposer>();
     NormalZoom              = CameraController.m_Lens.OrthographicSize;
     CameraController.Follow = Player;
 }
示例#26
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 void Update()
 {
     if (player != null)
     {
         CinemachineFramingTransposer comp = GetComponent <CinemachineVirtualCamera>().GetCinemachineComponent <CinemachineFramingTransposer>();
         comp.m_TrackedObjectOffset = player.position - beacon.position;
     }
 }
示例#27
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        // Initialize
        private void Awake()
        {
            Instance           = this;
            Camera             = GetComponent <CinemachineVirtualCamera>();
            _framingTransposer = Camera.GetCinemachineComponent <CinemachineFramingTransposer>();

            Zoom(0); // Init the zoom as well
        }
示例#28
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    public void ScreenShiftX(float _shiftAmount = 0f)
    {
        CinemachineFramingTransposer transposer = ((CinemachineVirtualCamera)camera2D).GetCinemachineComponent <CinemachineFramingTransposer>();

        float shiftAmount = Mathf.Clamp01(defaultScreenX + _shiftAmount);

        transposer.m_ScreenX = shiftAmount;
    }
        private void Start()
        {
            defaultFixedDeltaTime = Time.fixedDeltaTime;

            gameCameraTransposer             = gameCamera.GetCinemachineComponent <CinemachineFramingTransposer>();
            defaultCameraTrackedObjectOffset = gameCameraTransposer.m_TrackedObjectOffset;

            defaultCameraOrthographicSize = gameCamera.m_Lens.OrthographicSize;
        }
示例#30
0
    // Update is called once per frame
    void LateUpdate()
    {
        //Moon and sun movement

        /*
         * //calculate moon or sun position
         * _unitsPassed += PlayerCharacter.transform.position.x - _lastPlayerCharacterXPosition;
         * _lastPlayerCharacterXPosition = PlayerCharacter.transform.position.x;
         * //AddScore(Mathf.FloorToInt(_unitsPassed / 4));
         * _unitsPassed %= 4;
         *
         * float routeLength = EndPoint.transform.position.x - StartPoint.transform.position.x;
         * float routeDoneInPercents = (PlayerCharacter.transform.position.x - StartPoint.transform.position.x) / routeLength * 100;
         * //TextMeshRoute.SetText($"{routeDoneInPercents} %");
         *
         * //Note: find better solution
         * float cameraWidth = MainCamera.ViewportToWorldPoint(new Vector3(1f, 1f, MainCamera.transform.position.z)).x
         *                - MainCamera.ViewportToWorldPoint(new Vector3(0f, 1f, MainCamera.transform.position.z)).x;
         * //Debug.Log($"CameraWidth = {cameraWidth}");
         * Moon.Offset = new Vector2( cameraWidth * routeDoneInPercents / 100, 0);
         */
        if (_isNeedToRefreshCamera)
        {
            _currentRefreshTime += Time.deltaTime;
            bool isEnded = false;
            if (_currentRefreshTime >= _targetRefreshCameraTime)
            {
                _currentRefreshTime = _targetRefreshCameraTime;
                isEnded             = true;
            }
            float refreshValue = _currentRefreshTime / _targetRefreshCameraTime;
            CinemachineFramingTransposer framTransposer = VirtCamera.GetCinemachineComponent <CinemachineFramingTransposer>();
            framTransposer.m_ScreenX       = Mathf.Lerp(_currentScreenXPos, _targetScreenXPos, refreshValue);
            framTransposer.m_LookaheadTime = Mathf.Lerp(_currentLookaheadTime, _targetLookaheadTime, refreshValue);

            if (isEnded)
            {
                framTransposer.m_ScreenY = _targetScreenY;
                _currentScreenY          = _targetScreenY;

                _currentCameraStatus = _targetCameraStatus;

                _currentLookaheadTime     = _targetLookaheadTime;
                _currentRefreshCameraTime = _targetRefreshCameraTime;
                _currentScreenXPos        = _targetScreenXPos;

                _currentRefreshTime    = 0f;
                _isNeedToRefreshCamera = false;

                if (_secondChanceRequested)
                {
                    ActivateSecondChance();
                }
            }
        }
    }