added camera switch and camera movement inside the hall, will have to add the zooming animation or the transition
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@ -93,6 +93,7 @@
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<Compile Include="Assets\TextMesh Pro\Examples & Extras\Scripts\TMP_FrameRateCounter.cs" />
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<Compile Include="Assets\TextMesh Pro\Examples & Extras\Scripts\TMP_FrameRateCounter.cs" />
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<Compile Include="Assets\TextMesh Pro\Examples & Extras\Scripts\VertexJitter.cs" />
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<Compile Include="Assets\TextMesh Pro\Examples & Extras\Scripts\VertexJitter.cs" />
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<Compile Include="Assets\TextMesh Pro\Examples & Extras\Scripts\TMP_TextEventHandler.cs" />
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<Compile Include="Assets\TextMesh Pro\Examples & Extras\Scripts\TMP_TextEventHandler.cs" />
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<Compile Include="Assets\Game\Scenes\TestScene\TestSceneScripts\MineScript.cs" />
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<Compile Include="Assets\Game\Scripts\GetPrice.cs" />
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<Compile Include="Assets\Game\Scripts\GetPrice.cs" />
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<Compile Include="Assets\TextMesh Pro\Examples & Extras\Scripts\TMP_TextSelector_B.cs" />
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<Compile Include="Assets\TextMesh Pro\Examples & Extras\Scripts\TMP_TextSelector_B.cs" />
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<Compile Include="Assets\Game\Scripts\GemsManager.cs" />
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<Compile Include="Assets\Game\Scripts\GemsManager.cs" />
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class CameraControl : MonoBehaviour
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{
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public Camera[] cameras;
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private int currentCameraIndex;
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void Start ()
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{
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currentCameraIndex = 0;
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for (int i=1; i<cameras.Length; i++)
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{
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cameras[i].gameObject.SetActive(false);
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}
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if (cameras.Length>0)
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{
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cameras [0].gameObject.SetActive (true);
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}
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}
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void Update ()
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{
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if (Input.GetKeyDown(KeyCode.C))
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{
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Transition();
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}
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}
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public void Transition()
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{
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//Play transition
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ChangeCam();
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}
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public void ChangeCam()
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{
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currentCameraIndex ++;
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if (currentCameraIndex < cameras.Length)
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{
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cameras[currentCameraIndex-1].gameObject.SetActive(false);
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cameras[currentCameraIndex].gameObject.SetActive(true);
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}
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else
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{
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cameras[currentCameraIndex-1].gameObject.SetActive(false);
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currentCameraIndex = 0;
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cameras[currentCameraIndex].gameObject.SetActive(true);
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}
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}
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}
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fileFormatVersion: 2
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guid: a10b68a6e1360c1428677384d2539cf0
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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60
Assets/Game/Scenes/TestScene/TestSceneScripts/MoveCamera.cs
Normal file
60
Assets/Game/Scenes/TestScene/TestSceneScripts/MoveCamera.cs
Normal file
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.EventSystems;
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public class MoveCamera : MonoBehaviour
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{
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public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 }
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public RotationAxes axes = RotationAxes.MouseXAndY;
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public float sensitivityX = 2F;
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public float sensitivityY = 2F;
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public float minimumY = -90F;
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public float maximumY = 90F;
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float rotationY = -60F;
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void Update()
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{
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MouseInput();
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}
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void MouseInput()
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{
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if (EventSystem.current.IsPointerOverGameObject())
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{
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return;
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}
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if (Input.GetMouseButton(0))
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{
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MouseRightClick();
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}
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}
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void MouseRightClick()
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{
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if (axes == RotationAxes.MouseXAndY)
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{
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float rotationX = transform.localEulerAngles.y + Input.GetAxis("Mouse X") * sensitivityX;
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rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
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rotationY = Mathf.Clamp(rotationY, minimumY, maximumY);
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transform.localEulerAngles = new Vector3(-rotationY, rotationX, 0);
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}
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else if (axes == RotationAxes.MouseX)
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{
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transform.Rotate(0, Input.GetAxis("Mouse X") * sensitivityX, 0);
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}
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else
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{
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rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
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rotationY = Mathf.Clamp(rotationY, minimumY, maximumY);
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transform.localEulerAngles = new Vector3(-rotationY, transform.localEulerAngles.y, 0);
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}
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}
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}
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 109504a96ffb810449df1c179378f55e
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -3,7 +3,7 @@ using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine;
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using UnityEngine.EventSystems;
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using UnityEngine.EventSystems;
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public class CameraController : MonoBehaviour
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public class CameraManager : MonoBehaviour
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{
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{
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public Transform cam;
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public Transform cam;
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public float sensitivity;
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public float sensitivity;
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