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Use
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||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Cinemachine.Examples
|
||||
{
|
||||
[RequireComponent(typeof(CinemachineTargetGroup))]
|
||||
public class LoseSightWhenTargetsFallsOffThePlatform : MonoBehaviour
|
||||
{
|
||||
[Tooltip("The platform from which LoseSightAtRange is calculated")]
|
||||
public Transform LowerPlatform;
|
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|
||||
[Tooltip("The weight of a transform in the target group is 1 when above the Lower Platform. When a transform is " +
|
||||
"below the Lower Platform, then its weight decreases based on the distance between the transform and the " +
|
||||
"Lower Platform and it reaches 0 at LoseSightAtRange. If you set this value to 0, then the transform is removed " +
|
||||
"instantly when below the Lower Platform.")]
|
||||
[Range(0, 30)]
|
||||
public float LoseSightAtRange = 20;
|
||||
|
||||
CinemachineTargetGroup m_TargetGroup;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
m_TargetGroup = GetComponent<CinemachineTargetGroup>();
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
// iterate through each target in the targetGroup
|
||||
for (var index = 0; index < m_TargetGroup.m_Targets.Length; index++)
|
||||
{
|
||||
// skip null targets
|
||||
if (m_TargetGroup.m_Targets[index].target != null)
|
||||
{
|
||||
// calculate the distance between target and the LowerPlatform along the Y axis
|
||||
var distanceBelow = LowerPlatform.position.y - m_TargetGroup.m_Targets[index].target.position.y;
|
||||
|
||||
// weight goes to 0 if it's farther below than LoseSightAtRange
|
||||
var weight = Mathf.Clamp(1 - distanceBelow / Mathf.Max(0.001f, LoseSightAtRange), 0, 1);
|
||||
m_TargetGroup.m_Targets[index].weight = weight;
|
||||
}
|
||||
}
|
||||
}
|
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}
|
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}
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|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Cinemachine.Examples
|
||||
{
|
||||
[RequireComponent(typeof(CinemachineVirtualCamera))]
|
||||
[SaveDuringPlay] // Enable SaveDuringPlay for this class
|
||||
public class MouseScrollZoom2D : MonoBehaviour
|
||||
{
|
||||
[Range(0, 10)]
|
||||
public float ZoomMultiplier = 1f;
|
||||
[Range(0, 100)]
|
||||
public float MinZoom = 1f;
|
||||
[Range(0, 100)]
|
||||
public float MaxZoom = 50f;
|
||||
|
||||
CinemachineVirtualCamera m_VirtualCamera;
|
||||
float m_OriginalOrthoSize;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
m_VirtualCamera = GetComponent<CinemachineVirtualCamera>();
|
||||
m_OriginalOrthoSize = m_VirtualCamera.m_Lens.OrthographicSize;
|
||||
|
||||
#if UNITY_EDITOR
|
||||
// This code shows how to play nicely with the VirtualCamera's SaveDuringPlay functionality
|
||||
SaveDuringPlay.SaveDuringPlay.OnHotSave -= RestoreOriginalOrthographicSize;
|
||||
SaveDuringPlay.SaveDuringPlay.OnHotSave += RestoreOriginalOrthographicSize;
|
||||
#endif
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
void OnDestroy()
|
||||
{
|
||||
SaveDuringPlay.SaveDuringPlay.OnHotSave -= RestoreOriginalOrthographicSize;
|
||||
}
|
||||
|
||||
void RestoreOriginalOrthographicSize()
|
||||
{
|
||||
m_VirtualCamera.m_Lens.OrthographicSize = m_OriginalOrthoSize;
|
||||
}
|
||||
#endif
|
||||
|
||||
void OnValidate()
|
||||
{
|
||||
MaxZoom = Mathf.Max(MinZoom, MaxZoom);
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
#if ENABLE_LEGACY_INPUT_MANAGER
|
||||
float zoom = m_VirtualCamera.m_Lens.OrthographicSize + Input.mouseScrollDelta.y * ZoomMultiplier;
|
||||
m_VirtualCamera.m_Lens.OrthographicSize = Mathf.Clamp(zoom, MinZoom, MaxZoom);
|
||||
#else
|
||||
InputSystemHelper.EnableBackendsWarningMessage();
|
||||
#endif
|
||||
}
|
||||
}
|
||||
}
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||||
using UnityEngine;
|
||||
|
||||
namespace Cinemachine.Examples
|
||||
{
|
||||
public class ActivateOnKeypress : MonoBehaviour
|
||||
{
|
||||
public KeyCode ActivationKey = KeyCode.LeftControl;
|
||||
public int PriorityBoostAmount = 10;
|
||||
public GameObject Reticle;
|
||||
|
||||
Cinemachine.CinemachineVirtualCameraBase vcam;
|
||||
bool boosted = false;
|
||||
|
||||
void Start()
|
||||
{
|
||||
vcam = GetComponent<Cinemachine.CinemachineVirtualCameraBase>();
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
#if ENABLE_LEGACY_INPUT_MANAGER
|
||||
if (vcam != null)
|
||||
{
|
||||
if (Input.GetKey(ActivationKey))
|
||||
{
|
||||
if (!boosted)
|
||||
{
|
||||
vcam.Priority += PriorityBoostAmount;
|
||||
boosted = true;
|
||||
}
|
||||
}
|
||||
else if (boosted)
|
||||
{
|
||||
vcam.Priority -= PriorityBoostAmount;
|
||||
boosted = false;
|
||||
}
|
||||
}
|
||||
|
||||
if (Reticle != null)
|
||||
Reticle.SetActive(boosted);
|
||||
#else
|
||||
InputSystemHelper.EnableBackendsWarningMessage();
|
||||
#endif
|
||||
}
|
||||
}
|
||||
}
|
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|
||||
#if CINEMACHINE_UGUI
|
||||
using System;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace Cinemachine.Examples
|
||||
{
|
||||
/// <summary>
|
||||
/// Reticle control for when the aiming is inaccurate. Inaccuracy is shown by pulling apart the aim reticle.
|
||||
/// </summary>
|
||||
public class AimReticle : MonoBehaviour
|
||||
{
|
||||
[Tooltip("Maximum radius of the aim reticle, when aiming is inaccurate. ")]
|
||||
[Range(0, 100f)]
|
||||
public float MaxRadius;
|
||||
|
||||
[Tooltip("The time is takes for the aim reticle to adjust, when inaccurate.")]
|
||||
[Range(0, 1f)]
|
||||
public float BlendTime;
|
||||
|
||||
[Tooltip("Top piece of the aim reticle.")]
|
||||
public Image Top;
|
||||
[Tooltip("Bottom piece of the aim reticle.")]
|
||||
public Image Bottom;
|
||||
[Tooltip("Left piece of the aim reticle.")]
|
||||
public Image Left;
|
||||
[Tooltip("Right piece of the aim reticle.")]
|
||||
public Image Right;
|
||||
|
||||
[Tooltip("This 2D object will be positioned in the game view over the raycast hit point, if any, "
|
||||
+ "or will remain in the center of the screen if no hit point is detected. "
|
||||
+ "May be null, in which case no on-screen indicator will appear. Same as Cinemachine3rdPersonAim's")]
|
||||
public RectTransform AimTargetReticle;
|
||||
|
||||
void Reset()
|
||||
{
|
||||
MaxRadius = 30f;
|
||||
BlendTime = 0.05f;
|
||||
}
|
||||
|
||||
float m_BlendVelocity;
|
||||
float m_CurrentRadius;
|
||||
|
||||
void Update()
|
||||
{
|
||||
var screenCenterPoint = new Vector2(Screen.width * 0.5f, Screen.height * 0.5f);
|
||||
float distanceFromCenter = 0;
|
||||
if (AimTargetReticle != null)
|
||||
{
|
||||
var hitPoint = (Vector2)AimTargetReticle.position;
|
||||
distanceFromCenter = (screenCenterPoint - hitPoint).magnitude;
|
||||
}
|
||||
|
||||
m_CurrentRadius = Mathf.SmoothDamp(m_CurrentRadius, distanceFromCenter * 2f, ref m_BlendVelocity, BlendTime);
|
||||
m_CurrentRadius = Mathf.Min(MaxRadius, m_CurrentRadius);
|
||||
|
||||
Left.rectTransform.position = screenCenterPoint + (Vector2.left * m_CurrentRadius);
|
||||
Right.rectTransform.position = screenCenterPoint + (Vector2.right * m_CurrentRadius);
|
||||
Top.rectTransform.position = screenCenterPoint + (Vector2.up * m_CurrentRadius);
|
||||
Bottom.rectTransform.position = screenCenterPoint + (Vector2.down * m_CurrentRadius);
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
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using UnityEngine;
|
||||
|
||||
namespace Cinemachine.Examples
|
||||
{
|
||||
public class PlayerLookAt : MonoBehaviour
|
||||
{
|
||||
public float speed = 5f;
|
||||
|
||||
void Update()
|
||||
{
|
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#if ENABLE_LEGACY_INPUT_MANAGER
|
||||
float horizontal = Input.GetAxis("Mouse X") * speed;
|
||||
float vertical = Input.GetAxis("Mouse Y") * speed;
|
||||
|
||||
transform.Rotate(0f, horizontal, 0f, Space.World);
|
||||
transform.Rotate(-vertical, 0f, 0f, Space.Self);
|
||||
#else
|
||||
InputSystemHelper.EnableBackendsWarningMessage();
|
||||
#endif
|
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}
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}
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}
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using UnityEngine;
|
||||
|
||||
namespace Cinemachine.Examples
|
||||
{
|
||||
public class PlayerMovement : MonoBehaviour
|
||||
{
|
||||
public float movementSpeed = 10f;
|
||||
public float lookatspeed = 5f;
|
||||
|
||||
void Update()
|
||||
{
|
||||
#if ENABLE_LEGACY_INPUT_MANAGER
|
||||
if (Input.GetKey("w"))
|
||||
{
|
||||
transform.position += transform.TransformDirection(Vector3.forward) * Time.deltaTime * movementSpeed;
|
||||
}
|
||||
else if (Input.GetKey("s"))
|
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{
|
||||
transform.position -= transform.TransformDirection(Vector3.forward) * Time.deltaTime * movementSpeed;
|
||||
}
|
||||
|
||||
if (Input.GetKey("a") && !Input.GetKey("d"))
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{
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||||
transform.position += transform.TransformDirection(Vector3.left) * Time.deltaTime * movementSpeed;
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||||
}
|
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else if (Input.GetKey("d") && !Input.GetKey("a"))
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{
|
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transform.position -= transform.TransformDirection(Vector3.left) * Time.deltaTime * movementSpeed;
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||||
}
|
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|
||||
//mouse look at
|
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float horizontal = Input.GetAxis("Mouse X") * lookatspeed;
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float vertical = Input.GetAxis("Mouse Y") * lookatspeed;
|
||||
|
||||
transform.Rotate(0f, horizontal, 0f, Space.World);
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||||
|
||||
//transform.Rotate(-vertical, 0f, 0f, Space.Self);
|
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#else
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InputSystemHelper.EnableBackendsWarningMessage();
|
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#endif
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}
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}
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}
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
|
||||
|
||||
Shader "Unlit/ScreenCutoutShader"
|
||||
{
|
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Properties
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{
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_MainTex ("Texture", 2D) = "white" {}
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}
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||||
SubShader
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{
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Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
|
||||
Lighting Off
|
||||
Cull Back
|
||||
ZWrite On
|
||||
ZTest Less
|
||||
|
||||
Fog{ Mode Off }
|
||||
|
||||
Pass
|
||||
{
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
struct appdata
|
||||
{
|
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
|
||||
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struct v2f
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{
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//float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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float4 screenPos : TEXCOORD1;
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};
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||||
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v2f vert (appdata v)
|
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.screenPos = ComputeScreenPos(o.vertex);
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return o;
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}
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||||
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||||
sampler2D _MainTex;
|
||||
|
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fixed4 frag (v2f i) : SV_Target
|
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{
|
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i.screenPos /= i.screenPos.w;
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fixed4 col = tex2D(_MainTex, float2(i.screenPos.x, i.screenPos.y));
|
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|
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return col;
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||||
}
|
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ENDCG
|
||||
}
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||||
}
|
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}
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|
||||
using UnityEngine;
|
||||
|
||||
namespace Cinemachine.Examples
|
||||
{
|
||||
public class TagChanger : MonoBehaviour
|
||||
{
|
||||
public void PlayerTagChanger()
|
||||
{
|
||||
this.tag = "Player";
|
||||
}
|
||||
|
||||
public void UntaggedTagChanger()
|
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{
|
||||
this.tag = "Untagged";
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||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Cinemachine.Examples
|
||||
{
|
||||
/// <summary>
|
||||
/// Simple script that makes this transform look at a target.
|
||||
/// </summary>
|
||||
public class BossLookAt : MonoBehaviour
|
||||
{
|
||||
[Tooltip("Look at this transform")]
|
||||
public Transform m_LookAt;
|
||||
[Tooltip("Lock the camera's X rotation to this value (in angles)")]
|
||||
public float m_RotationX = 0;
|
||||
[Tooltip("Lock the camera's Z rotation to this value (in angles)")]
|
||||
public float m_RotationZ = 0;
|
||||
|
||||
void Update()
|
||||
{
|
||||
transform.LookAt(m_LookAt);
|
||||
var euler = transform.rotation.eulerAngles;
|
||||
transform.rotation = Quaternion.Euler(m_RotationX, euler.y, m_RotationZ);
|
||||
}
|
||||
}
|
||||
}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,28 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Cinemachine.Examples
|
||||
{
|
||||
/// <summary>
|
||||
/// An add-on module for Cinemachine Virtual Camera that locks the camera's Y co-ordinate
|
||||
/// </summary>
|
||||
[ExecuteAlways]
|
||||
[SaveDuringPlay]
|
||||
[AddComponentMenu("")] // Hide in menu
|
||||
public class CustomLockCameraY : CinemachineExtension
|
||||
{
|
||||
[Tooltip("Lock the camera's Y position to this value")]
|
||||
public float m_YPosition = 10;
|
||||
|
||||
protected override void PostPipelineStageCallback(
|
||||
CinemachineVirtualCameraBase vcam,
|
||||
CinemachineCore.Stage stage, ref CameraState state, float deltaTime)
|
||||
{
|
||||
if (stage == CinemachineCore.Stage.Finalize)
|
||||
{
|
||||
var pos = state.RawPosition;
|
||||
pos.y = m_YPosition;
|
||||
state.RawPosition = pos;
|
||||
}
|
||||
}
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}
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}
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fileFormatVersion: 2
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guid: 7df0de8ba465e4012ba6aab75fa0c3e0
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,30 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Cinemachine.Examples
|
||||
{
|
||||
[ExecuteInEditMode]
|
||||
public class CameraMagnetProperty : MonoBehaviour
|
||||
{
|
||||
[Range(0.1f, 50.0f)]
|
||||
public float MagnetStrength = 5.0f;
|
||||
|
||||
[Range(0.1f, 50.0f)]
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public float Proximity = 5.0f;
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||||
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public Transform ProximityVisualization;
|
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[HideInInspector]
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public Transform myTransform;
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void Start()
|
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{
|
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myTransform = transform;
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}
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void Update()
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{
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if (ProximityVisualization != null)
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ProximityVisualization.localScale = new Vector3(Proximity * 2.0f, Proximity * 2.0f, 1);
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using UnityEngine;
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namespace Cinemachine.Examples
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{
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public class CameraMagnetTargetController : MonoBehaviour
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{
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public CinemachineTargetGroup targetGroup;
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private int playerIndex;
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void Start()
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void Update()
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{
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{
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float distance = (targetGroup.m_Targets[playerIndex].target.position -
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targetGroup.m_Targets[i].target.position).magnitude;
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if (distance < cameraMagnets[i - 1].Proximity)
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{
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targetGroup.m_Targets[i].weight = cameraMagnets[i - 1].MagnetStrength *
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}
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Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user