示例#1
0
        void Update()
        {
            if (Input.GetKeyDown(KeyCode.CapsLock) || OWInput.GetAxisPressed(PlayerCameraInput.toggleFlashlight, -1))
            {
                if (!IsFreeCamEnable())
                {
                    if (isThereAPlayer)
                    {
                        debugger.SendLog("Congelando o mov. do player", DebugType.LOG, LogingType.SEND_AND_LOG);
                        playerTransform.gameObject.GetComponent <CharacterMovementModel>().LockMovement();
                        GlobalMessenger <Camera> .FireEvent("SwitchActiveCamera", gameObject.camera);

                        playerCamController.LockOn(playerLockingViewOn.transform);
                    }
                    debugger.SendLog("Coisas Magicas", DebugType.UNKNOWN, LogingType.SEND_AND_LOG);
                    currentCameraTransform.camera.enabled = false;
                    gameObject.camera.enabled             = true;
                }
                else
                {
                    if (!((SettingsMenu)FindObjectsOfType(typeof(SettingsMenu))[0]).enabled || Application.loadedLevel == 0)
                    {
                        Time.timeScale = 1f;
                    }

                    if (isThereAPlayer)
                    {
                        debugger.SendLog("Descongelando o mov. do player", DebugType.LOG, LogingType.SEND_AND_LOG);
                        playerTransform.gameObject.GetComponent <CharacterMovementModel>().UnlockMovement();
                        GlobalMessenger <Camera> .FireEvent("SwitchActiveCamera", currentCameraTransform.camera);

                        playerCamController.BreakLock();
                    }
                    debugger.SendLog("Mais coisas magicas", DebugType.UNKNOWN, LogingType.SEND_AND_LOG);
                    currentCameraTransform.camera.enabled = true;
                    gameObject.camera.enabled             = false;

                    gameObject.transform.position = currentCameraTransform.position;
                    freeCamPosition       = Vector3.zero;
                    freeCamRotationAround = 0f;
                    freeCamRotationX      = 0f;
                }
            }
            if (IsFreeCamEnable())
            {
                if (Input.GetKeyDown(KeyCode.Z) || Input.GetKeyDown(KeyCode.JoystickButton8))
                {
                    if (Time.timeScale != 0) //Se o timeScale já não é zero, fazer ele virar zero
                    {
                        Time.timeScale = 0f;
                    }//Se estamos no menu, não tem que se preocupar em voltar ao normal, mas se estamos no Solar System, vereficar se o settings menu ta aberto
                    else if (!((SettingsMenu)FindObjectsOfType(typeof(SettingsMenu))[0]).enabled || Application.loadedLevel == 0)
                    {
                        Time.timeScale = 1f;
                    }
                }
                //Cuidar da aceleração e veloc. da camera
                if (Input.GetKey(KeyCode.Tab))
                {
                    cameraSpeed = 9f;
                }
                else
                {
                    cameraSpeed = 3f;
                }
                //Direção q a camera vai virar
                if (Time.timeScale != 0)
                {
                    freeCamRotationAround += PlayerCameraInput.lookX.GetInput() * Time.deltaTime * 500f % 360;
                    freeCamRotationX      -= PlayerCameraInput.lookY.GetInput() * Time.deltaTime * 500f;
                }
                else
                {
                    freeCamRotationAround += PlayerCameraInput.lookX.GetInput() * DeltaTimeWhenFreezed() * 500f % 360;
                    freeCamRotationX      -= PlayerCameraInput.lookY.GetInput() * DeltaTimeWhenFreezed() * 500f;
                }
                freeCamRotationX = Mathf.Clamp(freeCamRotationX, -90f, 90f);

                if (rotateWithTheCamera)
                {
                    gameObject.transform.rotation = currentCameraTransform.rotation;
                }
                else
                {
                    gameObject.transform.eulerAngles = Vector3.zero;
                }

                gameObject.transform.rotation = gameObject.transform.rotation * Quaternion.Euler(freeCamRotationAround * playerLockingViewOn.transform.up) * Quaternion.Euler(freeCamRotationX, 0f, 0f);

                //Direção q a camera vai andar
                gameObject.transform.position = currentCameraTransform.position;

                float variacaoDoTempo;

                if (Time.timeScale != 0)
                {
                    variacaoDoTempo = Time.deltaTime;
                }
                else
                {
                    variacaoDoTempo = DeltaTimeWhenFreezed();
                    if (Input.GetKey(KeyCode.W))
                    {
                        freeCamPosition += gameObject.transform.forward * cameraSpeed * variacaoDoTempo;
                    }

                    if (Input.GetKey(KeyCode.S))
                    {
                        freeCamPosition += -gameObject.transform.forward * cameraSpeed * variacaoDoTempo;
                    }

                    if (Input.GetKey(KeyCode.D))
                    {
                        freeCamPosition += gameObject.transform.right * cameraSpeed * variacaoDoTempo;
                    }

                    if (Input.GetKey(KeyCode.A))
                    {
                        freeCamPosition += -gameObject.transform.right * cameraSpeed * variacaoDoTempo;
                    }
                }


                freeCamPosition += (gameObject.transform.forward * InputChannels.moveZ.GetAxis() + gameObject.transform.right * InputChannels.moveX.GetAxis()) * 9 * variacaoDoTempo;


                gameObject.transform.position += freeCamPosition;
                //Fazer com q isso sempre esteja uma unidade afrente da camera principal

                playerLockingViewOn.transform.position = currentCameraTransform.position + currentCameraTransform.forward;

                //Ver qual foi o tempo desse frame
                timeWhenFreezed = Time.realtimeSinceStartup;
            }
        }