added camera switch and camera movement inside the hall, will have to add the zooming animation or the transition

This commit is contained in:
Lorenzo 2022-04-18 15:50:00 +02:00
parent 7ea15eedf9
commit 56a926ec34
7 changed files with 11304 additions and 567 deletions

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@ -93,6 +93,7 @@
<Compile Include="Assets\TextMesh Pro\Examples &amp; Extras\Scripts\TMP_FrameRateCounter.cs" />
<Compile Include="Assets\TextMesh Pro\Examples &amp; Extras\Scripts\VertexJitter.cs" />
<Compile Include="Assets\TextMesh Pro\Examples &amp; Extras\Scripts\TMP_TextEventHandler.cs" />
<Compile Include="Assets\Game\Scenes\TestScene\TestSceneScripts\MineScript.cs" />
<Compile Include="Assets\Game\Scripts\GetPrice.cs" />
<Compile Include="Assets\TextMesh Pro\Examples &amp; Extras\Scripts\TMP_TextSelector_B.cs" />
<Compile Include="Assets\Game\Scripts\GemsManager.cs" />

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@ -0,0 +1,61 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CameraControl : MonoBehaviour
{
public Camera[] cameras;
private int currentCameraIndex;
void Start ()
{
currentCameraIndex = 0;
for (int i=1; i<cameras.Length; i++)
{
cameras[i].gameObject.SetActive(false);
}
if (cameras.Length>0)
{
cameras [0].gameObject.SetActive (true);
}
}
void Update ()
{
if (Input.GetKeyDown(KeyCode.C))
{
Transition();
}
}
public void Transition()
{
//Play transition
ChangeCam();
}
public void ChangeCam()
{
currentCameraIndex ++;
if (currentCameraIndex < cameras.Length)
{
cameras[currentCameraIndex-1].gameObject.SetActive(false);
cameras[currentCameraIndex].gameObject.SetActive(true);
}
else
{
cameras[currentCameraIndex-1].gameObject.SetActive(false);
currentCameraIndex = 0;
cameras[currentCameraIndex].gameObject.SetActive(true);
}
}
}

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@ -0,0 +1,11 @@
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@ -0,0 +1,60 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
public class MoveCamera : MonoBehaviour
{
public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 }
public RotationAxes axes = RotationAxes.MouseXAndY;
public float sensitivityX = 2F;
public float sensitivityY = 2F;
public float minimumY = -90F;
public float maximumY = 90F;
float rotationY = -60F;
void Update()
{
MouseInput();
}
void MouseInput()
{
if (EventSystem.current.IsPointerOverGameObject())
{
return;
}
if (Input.GetMouseButton(0))
{
MouseRightClick();
}
}
void MouseRightClick()
{
if (axes == RotationAxes.MouseXAndY)
{
float rotationX = transform.localEulerAngles.y + Input.GetAxis("Mouse X") * sensitivityX;
rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
rotationY = Mathf.Clamp(rotationY, minimumY, maximumY);
transform.localEulerAngles = new Vector3(-rotationY, rotationX, 0);
}
else if (axes == RotationAxes.MouseX)
{
transform.Rotate(0, Input.GetAxis("Mouse X") * sensitivityX, 0);
}
else
{
rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
rotationY = Mathf.Clamp(rotationY, minimumY, maximumY);
transform.localEulerAngles = new Vector3(-rotationY, transform.localEulerAngles.y, 0);
}
}
}

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@ -3,7 +3,7 @@ using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
public class CameraController : MonoBehaviour
public class CameraManager : MonoBehaviour
{
public Transform cam;
public float sensitivity;