public static void cam_rotate(VNNeoController game, Vector3 param) { CamData camobj = game.get_camera_num(0); Vector3 v3 = camobj.rotation; camobj.rotation = new Vector3(v3.x + param.x, v3.y + param.y, v3.z + param.z); game.move_camera_obj(camobj); }
/* * * public static void cam_zoom(VNNeoController game, (float zoom_delta, float duration) param) * { * var camobj = game.get_camera_num(0); * var dv3 = camobj.distance; * // param = zoom_delta, use positive value to zoom in, and negative value for zoom out * camobj.distance = new Vector3(dv3.x, dv3.y, dv3.z + param.zoom_delta); * game.anim_to_camera_obj(param.duration, camobj); * } * * public static void cam_zoom(VNNeoController game, (float zoom_delta, float duration, string style) param) * { * var camobj = game.get_camera_num(0); * var dv3 = camobj.distance; * // param = zoom_delta, use positive value to zoom in, and negative value for zoom out * camobj.distance = new Vector3(dv3.x, dv3.y, dv3.z + param.zoom_delta); * game.anim_to_camera_obj(param.duration, camobj, param.style); * } */ public static void cam_zoom(VNNeoController game, CamData param) { var camobj = game.get_camera_num(0); var dv3 = camobj.distance; // param = zoom_delta, use positive value to zoom in, and negative value for zoom out camobj.distance = new Vector3(dv3.x, dv3.y, dv3.z + param.zoom_delta); game.anim_to_camera_obj(param.duration, camobj, param.style); }
public static void cam_zoom(VNNeoController game, float zoom_delta) { var camobj = game.get_camera_num(0); var dv3 = camobj.distance; // param = zoom_delta, use positive value to zoom in, and negative value for zoom out camobj.distance = new Vector3(dv3.x, dv3.y, dv3.z + zoom_delta); game.move_camera_obj(camobj); }
/* * public static void cam_rotate(VNNeoController game, (Vector3 vec, float duration) param) * { * CamData camobj = game.get_camera_num(0); * Vector3 v3 = camobj.rotation; * // param = ((rot_delta_x, rot_delta_y, rot_delta_z), duration) * camobj.rotation = new Vector3(v3.x + param.vec.x, v3.y + param.vec.y, v3.z + param.vec.z); * game.anim_to_camera_obj(param.duration, camobj); * } * * public static void cam_rotate(VNNeoController game, (Vector3 vec, float duration, string style) param) * { * CamData camobj = game.get_camera_num(0); * Vector3 v3 = camobj.rotation; * // param = ((rot_delta_x, rot_delta_y, rot_delta_z), duration) * camobj.rotation = new Vector3(v3.x + param.vec.x, v3.y + param.vec.y, v3.z + param.vec.z); * game.anim_to_camera_obj(param.duration, camobj, style: param.style); * } * * public static void cam_rotate(VNNeoController game, (Vector3 vec, float duration, string style, GameFunc onCameraEnd) param) * { * CamData camobj = game.get_camera_num(0); * Vector3 v3 = camobj.rotation; * // param = ((rot_delta_x, rot_delta_y, rot_delta_z), duration) * camobj.rotation = new Vector3(v3.x + param.vec.x, v3.y + param.vec.y, v3.z + param.vec.z); * game.anim_to_camera_obj(param.duration, camobj, style: param.style, param.onCameraEnd); * } */ public static void cam_rotate(VNNeoController game, CamData param) { CamData camobj = game.get_camera_num(0); Vector3 v3 = camobj.rotation; // param = ((rot_delta_x, rot_delta_y, rot_delta_z), duration) camobj.rotation = new Vector3(v3.x + param.rotation.x, v3.y + param.rotation.y, v3.z + param.rotation.z); game.anim_to_camera_obj(param.duration, camobj, style: param.style); }