movement no longer uses mouse, fix room cam bug, larger shovel hitbox
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@@ -1,5 +1,6 @@
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using System.Collections.Generic;
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using System.Linq;
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using Unity.VisualScripting;
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using UnityEngine;
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public class CameraController : MonoBehaviour
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@@ -19,30 +20,35 @@ public class CameraController : MonoBehaviour
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private Vector3 currentCamPosition;
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private float desiredCamSize;
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private int positionsSet = 0; // this keeps track of how many cam zones we're in
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private float timeReturningHome = 0; // how long has the cam been moving home
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private List<StaticCamRoom> roomsActive;
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public void SetCurrentPosition(Vector3 currentCamPosition, float desiredCamSize)
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{
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positionsSet++; // we have entered a cam zone
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cameraObj.transform.parent = null;
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float distanceToMove = Vector3.Distance(this.currentCamPosition, currentCamPosition);
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float amountToZoom = Mathf.Abs(this.desiredCamSize - desiredCamSize);
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moveSpeed = distanceToMove / camMovementTime;
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zoomSpeed = amountToZoom / camMovementTime;
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if (currentCamPosition != this.currentCamPosition)
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{
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cameraObj.transform.parent = null;
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isTracking = true;
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returningHome = false;
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this.currentCamPosition = currentCamPosition;
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this.desiredCamSize = desiredCamSize;
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float distanceToMove = Vector3.Distance(this.currentCamPosition, currentCamPosition);
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float amountToZoom = Mathf.Abs(this.desiredCamSize - desiredCamSize);
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moveSpeed = distanceToMove / camMovementTime;
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zoomSpeed = amountToZoom / camMovementTime;
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isTracking = true;
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returningHome = false;
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this.currentCamPosition = currentCamPosition;
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this.desiredCamSize = desiredCamSize;
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}
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}
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public void ReturnCameraToHome()
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{
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positionsSet--; // we have exited a cam zone
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// if this number is greater than 1, we have left a zone but are still in another
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if (positionsSet <= 0)
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{
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@@ -59,6 +65,11 @@ public void ReturnCameraToHome()
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currentCamPosition = playerCamHome.position;
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desiredCamSize = baseCamSize;
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}
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else
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{
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positionsSet--;
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SetCurrentPosition(roomsActive[roomsActive.Count - 1].camPosition.position, roomsActive[roomsActive.Count - 1].camZoom);
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}
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}
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public void AddToRoomsActive(StaticCamRoom room)
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@@ -100,9 +111,18 @@ void Update()
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{
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currentCamPosition = playerCamHome.position;
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cameraObj.transform.position = Vector3.MoveTowards(cameraObj.transform.position, currentCamPosition, Time.deltaTime * moveSpeed);
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cameraComponent.orthographicSize = Mathf.MoveTowards(cameraComponent.orthographicSize, desiredCamSize, Time.deltaTime * zoomSpeed);
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// Speed up cam if we've been returning home longer than a certain amount
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if (timeReturningHome > 1.0f)
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{
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cameraObj.transform.position = Vector3.MoveTowards(cameraObj.transform.position, currentCamPosition, Time.deltaTime * moveSpeed * 1.5f);
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cameraComponent.orthographicSize = Mathf.MoveTowards(cameraComponent.orthographicSize, desiredCamSize, Time.deltaTime * zoomSpeed * 1.5f);
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}
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else
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{
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cameraObj.transform.position = Vector3.MoveTowards(cameraObj.transform.position, currentCamPosition, Time.deltaTime * moveSpeed);
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cameraComponent.orthographicSize = Mathf.MoveTowards(cameraComponent.orthographicSize, desiredCamSize, Time.deltaTime * zoomSpeed);
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}
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if (Vector3.Distance(cameraObj.transform.position, currentCamPosition) < 0.1f)
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{
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cameraObj.transform.parent = playerCamHome;
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@@ -110,6 +130,12 @@ void Update()
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cameraComponent.orthographicSize = baseCamSize;
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returningHome = false;
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}
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timeReturningHome += Time.deltaTime;
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}
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else
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{
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timeReturningHome = 0;
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}
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}
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}
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