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https://projects.caleb-brown.dev/UDRI-XRT/UDRIGEEKCup2024.git
synced 2025-01-22 07:08:51 -05:00
Added camera looking portraits
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Assets/Portraits/LookAtCamera.cs
Normal file
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using System;
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||||
using System.Collections;
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using UnityEngine;
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using Random = UnityEngine.Random;
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namespace MAVRIC.GEEKCup.Portraits
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{
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{
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public float randMaxChangeLook = 2.0f;
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private void Start()
|
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{
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StartCoroutine(WaitForCamera());
|
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IEnumerator WaitForCamera()
|
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{
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StartCoroutine(Looking());
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}
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}
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private IEnumerator Looking()
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{
|
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while (true)
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{
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yield return null;
|
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|
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int randDirection = Random.Range(0, 3);
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float randSpeed = Random.Range(randLookSpeedMin, randLookSpeedMax);
|
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float randAngle = Random.Range(0, maxLookDiff);
|
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Vector3 goal = lookTarget.position;
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Quaternion startRot = transform.localRotation;
|
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|
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switch (randDirection)
|
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{
|
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case 0:
|
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goal += lookTarget.right * randAngle;
|
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break;
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case 1:
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goal += lookTarget.up * randAngle;
|
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break;
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case 2:
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goal -= lookTarget.right * randAngle;
|
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break;
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case 3:
|
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goal -= lookTarget.up * randAngle;
|
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break;
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default:
|
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break;
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}
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transform.LookAt(goal);
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for (float timer = 0; timer < randSpeed; timer += Time.deltaTime)
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{
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float percent = timer / randSpeed;
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transform.localRotation = Quaternion.Lerp(startRot, lookRot, percent);
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yield return null;
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}
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transform.localRotation = lookRot;
|
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|
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yield return new WaitForSeconds(Random.Range(randMinChangeLook, randMaxChangeLook));
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}
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secondaryTextures: []
|
||||
nameFileIdTable: {}
|
||||
mipmapLimitGroupName:
|
||||
pSDRemoveMatte: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
Loading…
Reference in New Issue
Block a user