override protected void Awake()
        {
            base.Awake();

            _kdTree = KDTree.MakeFromPoints(RailNodes.ToArray());

            for (int i = 0; i < CameraTargets.Count; i++)
            {
                var railTransform = new GameObject(CameraTargets[i].TargetTransform.name + "_OnRails").transform;
                _cameraTargetsOnRails.Add(
                    CameraTargets[i],
                    railTransform
                    );

                var cameraTarget = ProCamera2D.AddCameraTarget(railTransform);
                cameraTarget.TargetOffset = CameraTargets[i].TargetOffset;
            }

            if (CameraTargets.Count == 0)
            {
                enabled = false;
            }

            ProCamera2D.AddPreMover(this);

            Step();
        }
示例#2
0
        override protected void Awake()
        {
            base.Awake();

            StartCoroutine(Enable());

            ProCamera2D.AddPreMover(this);
        }
        protected override void Awake()
        {
            base.Awake();

            UpdateCurrentFollowSmoothness();

            _panTarget = new GameObject("PC2DPanTarget").transform;

            ProCamera2D.AddPreMover(this);
            ProCamera2D.AddSizeDeltaChanger(this);
        }
示例#4
0
        protected override void Awake()
        {
            base.Awake();

            UpdateCurrentFollowSmoothness();

            _eventSystem = EventSystem.current;

            _panTarget = new GameObject("PC2DPanTarget").transform;

            ProCamera2D.AddPreMover(this);
        }
        protected override void Awake()
        {
            base.Awake();

            _inputTouchSupported = Input.touchSupported;
                        #if UNITY_WEBGL
            _inputTouchSupported = false;
                        #endif

            UpdateCurrentFollowSmoothness();

            _eventSystem = EventSystem.current;

            _panTarget = new GameObject("PC2DPanTarget").transform;

            ProCamera2D.AddPreMover(this);
        }
        protected override void Awake()
        {
            base.Awake();

            if (AutomaticInputDetection)
            {
                UseMouseInput = !Input.touchSupported;
                UseTouchInput = Input.touchSupported;
            }

            UpdateCurrentFollowSmoothness();

            _eventSystem = EventSystem.current;

            _panTarget = new GameObject("PC2DPanTarget").transform;

            ProCamera2D.AddPreMover(this);
        }
        protected override void Awake()
        {
            base.Awake();

            ProCamera2D.AddPreMover(this);
        }