Browse Source

camera update call

audio
cailean 7 months ago
parent
commit
f468ff9177
  1. 382
      Assets/5_Scenes/DreconDemo.unity
  2. 5
      Assets/8_Scripts/1_Managers/AudioManager.cs
  3. 4
      Assets/8_Scripts/1_Managers/CameraManager.cs
  4. 2
      Assets/ML-Agents/Timers/DreconDemo_timers.json
  5. 26
      Assets/RotateCamera.cs
  6. 11
      Assets/RotateCamera.cs.meta

382
Assets/5_Scenes/DreconDemo.unity

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5
Assets/8_Scripts/1_Managers/AudioManager.cs

@ -54,4 +54,9 @@ public class AudioManager : MonoBehaviour
soundInst.release();
soundInst.clearHandle();
}
public void PlaySoundOnCameraSwitch()
{
Debug.Log("Halo");
}
}

4
Assets/8_Scripts/1_Managers/CameraManager.cs

@ -149,7 +149,7 @@ public class CameraManager : MonoBehaviour
m_BrainPose.SetActive(false);
m_Camera.cullingMask = m_Compare;
m_PoseCanvas.SetActive(false);
m_Rewards.SetActive(true);
m_Rewards.SetActive(false);
break;
}
@ -200,6 +200,8 @@ public class CameraManager : MonoBehaviour
private void SetCamera(GameObject camera)
{
AudioManager.instance.PlaySoundOnCameraSwitch();
SetCameraBlend(camera);
// Set all camera to active, and set all priorities to 0, bar the first camera

2
Assets/ML-Agents/Timers/DreconDemo_timers.json

@ -1 +1 @@
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26
Assets/RotateCamera.cs

@ -0,0 +1,26 @@
using Cinemachine;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class RotateCamera : MonoBehaviour
{
// Start is called before the first frame update
public CinemachineVirtualCamera m_VirtualCamera;
[SerializeField]
private float m_Rotation;
public float m_RotationSpeed;
// Update is called once per frame
void Update()
{
m_Rotation += Time.fixedDeltaTime * m_RotationSpeed;
if (m_VirtualCamera != null)
{
m_VirtualCamera.GetCinemachineComponent<CinemachineOrbitalTransposer>().m_XAxis.Value = m_Rotation;
}
}
}

11
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