Add scene transitions, lose sanity points

This commit is contained in:
2022-08-20 19:04:34 -07:00
parent 349c4dc4b6
commit 886b957039
21 changed files with 1178 additions and 1861 deletions

View File

@@ -1,4 +1,5 @@
using UnityEngine;
using System.Collections;
using UnityEngine;
namespace Scampz.GameJam.Assets.Scripts
{
@@ -9,15 +10,13 @@ namespace Scampz.GameJam.Assets.Scripts
private void OnTriggerEnter(Collider collider)
{
var allCamerasInCurrentScene = FindObjectsOfType<Camera>();
foreach (var sceneCamera in allCamerasInCurrentScene)
sceneCamera.enabled = false;
if (collider.CompareTag("Player"))
{
foreach (var camera in cameras)
camera.enabled = true;
}
StartCoroutine(ActivateCameras());
}
private IEnumerator ActivateCameras()
{
yield return null;
}
}
}

View File

@@ -4,27 +4,16 @@ namespace Scampz.GameJam
{
public class CameraFollow : MonoBehaviour
{
[SerializeField]
private Transform targetObject;
[SerializeField]
private Vector3 cameraOffset;
[SerializeField]
private float smoothFactor = 0.5f;
[SerializeField]
private bool lookAtTarget = false;
[SerializeField]
private float _cameraYPosition = 45f;
private void Start()
private void FixedUpdate()
{
transform.position = targetObject.transform.position - cameraOffset;
}
private void LateUpdate()
{
var lockedInYPosition = new Vector3(targetObject.transform.position.x - cameraOffset.x, _cameraYPosition, targetObject.transform.position.z - cameraOffset.z);
var player = GameObject.FindGameObjectWithTag("Player");
var lockedInYPosition = new Vector3(player.transform.position.x - cameraOffset.x, _cameraYPosition, player.transform.position.z - cameraOffset.z);
transform.position = lockedInYPosition;
transform.LookAt(transform);
}
}
}