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cameraAnimator.cs
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using UnityEngine;
using System.Collections;
public class cameraAnimator : MonoBehaviour {
public static cameraAnimator Instance {
get {
return instance;
}
}
static cameraAnimator instance;
string currentCameraAnimation;
string newCameraAnimation;
public Transform BattleCameraTransform;
public Transform MenuCameraTransform;
public Transform MetaCameraTransform;
public Transform ShopCameraTransform;
public Transform CodexCameraTransform;
public float CameraTransitionTime;
public AnimationCurve EasingCurve;
Transform ownTrans;
bool bTransitioning;
void Awake() {
instance=this;
ownTrans=this.transform;
currentCameraAnimation="";
newCameraAnimation="";
bTransitioning=false;
}
public void TriggerCameraTransition( string animationToTrigger ) {
if( bTransitioning ) {
StopAllCoroutines();
currentCameraAnimation=newCameraAnimation;
bTransitioning=false;
}
newCameraAnimation=animationToTrigger;
}
public bool IsCameraTransitionPlaying() {
return bTransitioning;
}
void LateUpdate() {
if( newCameraAnimation==currentCameraAnimation )
return;
if( bTransitioning )
return;
Transform targetTransform=null;
switch( newCameraAnimation ) {
case "TO_BATTLE_CAMERA":
targetTransform=BattleCameraTransform;
bTransitioning=true;
StartCoroutine( TransitionToPosition( ownTrans,targetTransform,CameraTransitionTime ) );
break;
case "TO_MENU_CAMERA":
targetTransform=MenuCameraTransform;
bTransitioning=true;
StartCoroutine( TransitionToPosition( ownTrans,targetTransform,CameraTransitionTime ) );
break;
case "TO_META_CAMERA":
targetTransform=MetaCameraTransform;
bTransitioning=true;
StartCoroutine( TransitionToPosition( ownTrans,targetTransform,CameraTransitionTime ) );
break;
case "TO_SHOP_CAMERA":
targetTransform=ShopCameraTransform;
bTransitioning=true;
StartCoroutine( TransitionToPosition( ownTrans,targetTransform,CameraTransitionTime ) );
break;
case "TO_CODEX_CAMERA":
targetTransform=CodexCameraTransform;
bTransitioning=true;
StartCoroutine( TransitionToPosition( ownTrans,targetTransform,CameraTransitionTime ) );
break;
case "":
break;
}
if( targetTransform==null ) {
currentCameraAnimation=newCameraAnimation;
return;
}
}
private IEnumerator TransitionToPosition( Transform movingTrans,Transform moveToTrans,float duration ) {
float animationTime=0;
var startPos=movingTrans.position;
var startRot=movingTrans.rotation;
var endPos=moveToTrans.position;
var endRot=moveToTrans.rotation;
var animationTimeLength=EasingCurve[ EasingCurve.length-1 ].time;
while( animationTime<animationTimeLength ) {
animationTime+=( Time.deltaTime/duration );
movingTrans.position=Vector3.Lerp( startPos,endPos,EasingCurve.Evaluate( animationTime ) );
movingTrans.rotation=Quaternion.Slerp( startRot,endRot,EasingCurve.Evaluate( animationTime ) );
yield return null;
}
bTransitioning=false;
currentCameraAnimation=newCameraAnimation;
}
}