Game Development Reference
In-Depth Information
// Unity JavaScript user:
function LateUpdate (){
var targetCenter : Vector3 =
_targetTransform.position + _centerOffset;
if (!_characterControl.IsAiming) {
var originalTargetAngle : float =
_targetTransform.eulerAngles.y;
SetUpRotation(targetCenter);
} else {
currentRotation = Quaternion.Euler (0,
_characterControl.GetCharacterEulerAngle.y, 0);
_cameraTransform.position = targetCenter;
_cameraTransform.position += currentRotation *
Vector3.back * distanceAimming;
newCameraPos = _cameraTransform.position;
newCameraPos.y += height;
_cameraTransform.position = newCameraPos;
_cameraTransform.LookAt(shootTarget.position);
}
}
// C# user:
void LateUpdate () {
Vector3 targetCenter = _targetTransform.position +
_centerOffset;
if (!_characterControl.IsAiming) {
float originalTargetAngle =
_targetTransform.eulerAngles.y;
SetUpRotation(targetCenter);
} else {
Quaternion currentRotation = Quaternion.Euler (0,
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