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script.txt
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94 lines (73 loc) · 2.37 KB
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using Cinemachine;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
<<<<<<< HEAD
//cambio
=======
>>>>>>> origin/main
public class CameraManager : Singleton<CameraManager>
{
public Camera myCamera;
public CinemachineVirtualCamera characterCamera;
public CinemachineVirtualCamera paintingCamera;
public PerspectiveSwitcher switcher;
public Transform follow;
public Transform lookAt;
private Animator mainCameraAnimator;
private CinemachineBrain brain;
private void Start()
{
if(myCamera==null)
{
myCamera = Camera.main;
}
mainCameraAnimator = myCamera.GetComponent<Animator>();
brain = myCamera.GetComponent<CinemachineBrain>();
}
public void EnterPainting()
{
mainCameraAnimator.SetTrigger("Enter");
}
public void LookPainting()
{
PlayerManager.Instance.Pause();
characterCamera.Priority = 0;
paintingCamera.Follow = Cuadro.current.cameraPivot;
paintingCamera.LookAt = Cuadro.current.cameraTarget;
StartCoroutine(PaintingReached());
}
//public void ReturnToPlayer()
//{
// paintingCamera.transform.position = paintingCamera.Follow.position;
// paintingCamera.transform.rotation = paintingCamera.Follow.rotation;
// Cursor.lockState = CursorLockMode.None;
// Cursor.lockState = CursorLockMode.Locked;
// Cursor.visible = false;
// StartCoroutine(PlayerReached());
//}
public IEnumerator PaintingReached()
{
while (brain.IsBlending)
{
yield return new WaitForEndOfFrame();
}
switcher.SwitchPerspective(Cuadro.current.orthographicSize);
yield return new WaitForSeconds(0.4f);
Cuadro.current.inPaintObjects.gameObject.SetActive(true);
Cursor.lockState = CursorLockMode.None;
Cursor.visible = true;
}
//public IEnumerator PlayerReached()
//{
// switcher.SwitchPerspective(10f);
// yield return new WaitForSeconds(0.4f);
// characterCamera.Priority = 10;
// while (brain.IsBlending)
// {
// yield return new WaitForEndOfFrame();
// }
// PlayerManager.Instance.Resume();
// Cuadro.current = null;
//}
}