add basic camera transition between squads

for now, the cameras have a reference to the squads they track, and check
for player inputs to know when it needs to transition to another squad.
This will be fixed with the GameController/PlayerController.
This commit is contained in:
jparent 2015-08-13 16:46:15 -04:00
parent c23edfae6b
commit 07af87e036
7 changed files with 833 additions and 184 deletions

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using UnityEngine;
using System.Collections;
public class SquadCamera : MonoBehaviour {
public GameObject[] squads;
private GameObject target;
public enum Player { Player1, Player2 };
public Player player;
private float y; // store the height value since it will never change
public float transitionDuration = 2.5f;
// Use this for initialization
void Start () {
this.target = squads[0];
this.transform.position= new Vector3(
target.gameObject.transform.position.x,
this.transform.position.y,
target.gameObject.transform.position.z);
this.y = this.transform.position.y;
}
// Update is called once per frame
void Update () {
Vector3 previousTarget = target.transform.position;
if(Input.GetAxisRaw("Opt1-1") == 1f){
target = squads[0];
}
else if (Input.GetAxisRaw("Opt2-1") == 1f) {
target = squads[1];
}
else if (Input.GetAxisRaw("Opt3-1") == 1f) {
target = squads[2];
}
if (!previousTarget.Equals(target.transform.position)) {
StartCoroutine(Transition());
}
}
IEnumerator Transition() {
float t = 0.0f;
Vector3 startingPos = transform.position;
Vector3 destination = new Vector3(
target.transform.position.x,
y,
target.transform.position.z
);
while (t < 1.0f) {
t += Time.deltaTime * (Time.timeScale / transitionDuration);
transform.position = Vector3.Lerp(startingPos, destination, t);
yield return 0;
}
}
}

View File

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