Rhythm Rally: Utilizing rendertextures to preserve main camera qualities between games
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@ -7,6 +7,8 @@ namespace RhythmHeavenMania.Games.RhythmRally
|
||||||
{
|
{
|
||||||
public class RhythmRally : Minigame
|
public class RhythmRally : Minigame
|
||||||
{
|
{
|
||||||
|
public Transform renderQuadTrans;
|
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|
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public Transform cameraPos;
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public Transform cameraPos;
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public GameObject ball;
|
public GameObject ball;
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@ -27,10 +29,10 @@ namespace RhythmHeavenMania.Games.RhythmRally
|
||||||
// Start is called before the first frame update
|
// Start is called before the first frame update
|
||||||
void Start()
|
void Start()
|
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{
|
{
|
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GameCamera.instance.camera.transform.position = cameraPos.position;
|
var cam = GameCamera.instance.camera;
|
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GameCamera.instance.camera.transform.rotation = cameraPos.rotation;
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var camHeight = 2f * cam.orthographicSize;
|
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GameCamera.instance.camera.fieldOfView = 41f;
|
var camWidth = camHeight * cam.aspect;
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GameCamera.instance.camera.backgroundColor = Color.white;
|
renderQuadTrans.localScale = new Vector3(camWidth, camHeight, 1f);
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|
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playerAnim.Play("Idle", 0, 0);
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- Debug
|
- Debug
|
||||||
- EventBlocks
|
- EventBlocks
|
||||||
- EventProperties
|
- EventProperties
|
||||||
-
|
- RenderTextures
|
||||||
-
|
-
|
||||||
-
|
-
|
||||||
-
|
-
|
||||||
|
|
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Reference in a new issue