public override void AddKeyframes(CameraCurve cameraCurve) { cameraCurve.positionCurve.InsertCurveKey(position, time); cameraCurve.orientationCurve.InsertCurveKey(rotation, time); cameraCurve.radiusCurve.InsertCurveKey((position - PlayerController.Instance.skaterController.skaterTransform.position).magnitude, time); cameraCurve.focusYOffsetCurve.InsertCurveKey(focusOffsetY, time); cameraCurve.fovCurve.InsertCurveKey(fov, time); cameraCurve.freeCamCurve.InsertCurveKey(0f, time); cameraCurve.orbitCamCurve.InsertCurveKey(0f, time); cameraCurve.tripodCamCurve.InsertCurveKey(1f, time); cameraCurve.CalculateCurveControlPoints(); }
public override void AddKeyframes(CameraCurve cameraCurve) { Quaternion camToPlayerLookRotation = Quaternion.LookRotation(PlayerController.Instance.skaterController.skaterTransform.position - position, Vector3.up); cameraCurve.positionCurve.InsertCurveKey(position, time); cameraCurve.orientationCurve.InsertCurveKey(rotation, time); cameraCurve.radiusCurve.InsertCurveKey((position - PlayerController.Instance.skaterController.skaterTransform.position).magnitude, time); cameraCurve.focusYOffsetCurve.InsertCurveKey(CalcFocusYOffset(), time); cameraCurve.fovCurve.InsertCurveKey(fov, time); cameraCurve.freeCamCurve.InsertCurveKey(1f, time); cameraCurve.orbitCamCurve.InsertCurveKey(0f, time); cameraCurve.tripodCamCurve.InsertCurveKey(0f, time); cameraCurve.CalculateCurveControlPoints(); }
public override void AddKeyframes(CameraCurve cameraCurve) { Vector3 calculatedPosition = PlayerController.Instance.skaterController.skaterTransform.position + focusOffsetY * Vector3.up + rotation * -Vector3.forward * radius; cameraCurve.positionCurve.InsertCurveKey(calculatedPosition, time); cameraCurve.orientationCurve.InsertCurveKey(rotation, time); cameraCurve.radiusCurve.InsertCurveKey(radius, time); cameraCurve.focusYOffsetCurve.InsertCurveKey(focusOffsetY, time); cameraCurve.fovCurve.InsertCurveKey(fov, time); cameraCurve.freeCamCurve.InsertCurveKey(0f, time); cameraCurve.orbitCamCurve.InsertCurveKey(1f, time); cameraCurve.tripodCamCurve.InsertCurveKey(0f, time); cameraCurve.CalculateCurveControlPoints(); }
internal void LoadKeyFrames(IEnumerable <SerializableKeyFrame> cameraKeyFrames) { cameraCurve.Clear(); keyFrames = new List <KeyFrame>(cameraKeyFrames.Select(k => k.GetKeyFrame(cameraCurve))); cameraCurve.CalculateCurveControlPoints(); }