/// <summary> /// Returns the direction that the camera is looking. /// </summary> /// <param name="lookPoint">The reference point to compute the direction from.</param> /// <param name="raycastLookDistance">Should the raycast look distance be used?</param> /// <returns>The direction that the camera is looking.</returns> public Vector3 SharedMethod_TargetLookDirectionLookPoint(Vector3 lookPoint, bool raycastLookDistance) { // The SharedMethod may be called before Start is called. if (m_ViewMode == null) { SharedManager.InitializeSharedFields(Utility.FindCamera(gameObject).gameObject, this); } return(CameraMonitor.TargetLookDirection(m_CameraTargetLookRay, lookPoint, m_CameraTargetLock, m_CameraRecoil, m_CameraLookDistance, m_ViewMode.Get())); }
/// <summary> /// Returns the direction that the camera is looking. An example of where this is used include when the GUI needs to determine if the crosshairs is looking at any enemies. /// </summary> /// <param name="applyRecoil">Should the target ray take into account any recoil?</param> /// <returns>A ray in the direction that the camera is looking.</returns> private Vector3 SharedMethod_TargetLookDirection(bool applyRecoil) { return(CameraMonitor.TargetLookDirection(m_CameraTargetLookRay, m_CameraTargetLock, applyRecoil ? m_CameraRecoil : 0)); }