// Update is called once per frame void FixedUpdate() { Vector3 destination; if (poi == null) { destination = Vector3.zero; } else { // Get the position of the poi destination = poi.transform.position; // if poi is a Projectile, check to see if it's at rest if (poi.tag == "Projectile") { // If it is sleeping (that is, not moving) if (poi.GetComponent <Rigidbody>().IsSleeping()) { // return to default view poi = null; Destroy(poi); MissionDemolition.SwitchView("Both"); // in the next update return; } } } // Limit the X & Y to minimum values destination.x = Mathf.Max(minXY.x, destination.x); destination.y = Mathf.Max(minXY.y, destination.y); // Interpolate from the current Camera position toward destination destination = Vector3.Lerp(transform.position, destination, easing); // Retain a destination.z of camZ destination.z = camZ; // Set the camera to the destination this.transform.position = destination; // Set the orthographicSize of the Camera to keep Ground in view this.GetComponent <Camera>().orthographicSize = destination.y + 10; }
public void SwitchToSlingshot() { Debug.Log("Switching to Slingshot"); MissionDemolition.SwitchView("Slingshot"); }
public static void ExplosionView() { S.SwitchView("Show Both"); }