add basic inventory, fading walls
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@@ -1,12 +1,16 @@
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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public class CameraController : MonoBehaviour
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{
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private float moveSpeed = 50.0f;
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private float zoomSpeed = 20.0f;
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private bool isTracking = false; // don't track when parented
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private bool returningHome = false; // cam is on its way home
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private float baseCamSize = 5; // this is how "zoomed" the ortho cam is
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private float baseCamSize = 7; // this is how "zoomed" the ortho cam is
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private float camMovementTime = 0.9f; // how much time to switch cam positions
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private float moveSpeed;
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private float zoomSpeed;
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public Transform playerCamHome; // camera's home base
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public GameObject cameraObj;
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@@ -14,29 +18,72 @@ 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 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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isTracking = true;
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returningHome = false;
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cameraObj.transform.parent = null;
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this.currentCamPosition = currentCamPosition;
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this.desiredCamSize = desiredCamSize;
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}
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public void ReturnCameraToHome()
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{
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isTracking = false;
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returningHome = true;
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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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positionsSet = 0;
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currentCamPosition = playerCamHome.position;
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desiredCamSize = baseCamSize;
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float distanceToMove = Vector3.Distance(this.currentCamPosition, playerCamHome.position);
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float amountToZoom = Mathf.Abs(this.desiredCamSize - baseCamSize);
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moveSpeed = distanceToMove / camMovementTime;
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zoomSpeed = amountToZoom / camMovementTime;
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isTracking = false;
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returningHome = true;
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currentCamPosition = playerCamHome.position;
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desiredCamSize = baseCamSize;
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}
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}
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public void AddToRoomsActive(StaticCamRoom room)
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{
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roomsActive.Add(room);
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room.RoomEnter();
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}
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public void RemoveFromRoomsActive(StaticCamRoom room)
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{
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List<Transform> wallsToKeep = new List<Transform>();
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roomsActive.Remove(room);
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foreach (StaticCamRoom staticCamRoom in roomsActive)
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{
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wallsToKeep.AddRange(staticCamRoom.objectsToHide);
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}
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room.RoomExit(wallsToKeep);
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}
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// Start is called once before the first execution of Update after the MonoBehaviour is created
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void Start()
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{
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cameraComponent = cameraObj.GetComponent<Camera>();
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roomsActive = new List<StaticCamRoom>();
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ReturnCameraToHome();
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}
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