public void MoveCameraToArea(LinkedDirection direction) { if (linkedAreas[(int)direction] == null) { return; } LevelManager.instance.MoveCameraToArea(linkedAreas[(int)direction].transform, direction); }
public void EnterInArea(LinkedDirection fromDirection) { switch (fromDirection) { case LinkedDirection.up: transform.position += (Vector3)(Vector2.up * _renderer.bounds.extents) * 3.5f; break; case LinkedDirection.right: transform.position += (Vector3)(Vector2.right * _renderer.bounds.extents) * 3.5f; break; case LinkedDirection.down: transform.position += (Vector3)(Vector2.down * _renderer.bounds.extents) * 3.5f; break; case LinkedDirection.left: transform.position += (Vector3)(Vector2.left * _renderer.bounds.extents) * 3.5f; break; } }
public void MoveCameraToArea(Transform targetArea, LinkedDirection direction) { _virtualCamera.LookAt = targetArea; _virtualCamera.Follow = targetArea; _virtualCamera.m_Lens.NearClipPlane = 0; _player.EnterInArea(direction); switch (direction) { case LinkedDirection.up: currentCoordinate += Vector2Int.up; break; case LinkedDirection.down: currentCoordinate += Vector2Int.down; break; case LinkedDirection.left: currentCoordinate += Vector2Int.left; break; case LinkedDirection.right: currentCoordinate += Vector2Int.right; break; } if (currentCoordinate.x <= horizontalSectorCount) { insideFireRegion = !pump1 && targetArea != startArea.transform; } else if (currentCoordinate.x > horizontalSectorCount && currentCoordinate.x <= (horizontalSectorCount * 2)) { insideFireRegion = !pump2 && targetArea != startArea.transform; } else if (currentCoordinate.x > horizontalSectorCount * 2) { insideFireRegion = !pump3 && targetArea != startArea.transform; } }
public void SetLinkedArea(Area areaRef, LinkedDirection direction) { linkedAreas[(int)direction] = areaRef; }
public bool HasPortalInDirection(LinkedDirection direction) { return(linkedPortals[(int)direction] != null); }