281d318d38
* Freeze Frame Hey, I'm about done with Freeze Frame and I'm just gonna commit the game as it is right now, it's almost done thx -playinful * Freeze Frame - finishing touches before finalized assets Still waiting to implement the upscaled assets and the sound effects. Code-wise this is as much as I can do for now. * i fixed a couple bugs the dim screen is back and no input duplication when switching games. hallelujah * FreezeFrame randomness update hey AJ so i was cleaning my room when i was struck by an idea for how to make the randomization more consistent without seeding. *yes unfortunately* it requires a static variable but i promise u i used it responsibly.
44 lines
1.3 KiB
C#
44 lines
1.3 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace HeavenStudio.Common
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{
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public class StickyCanvas : MonoBehaviour
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{
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/// <summary>
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/// Attach to a GameObject to make the object follow the camera while also moving with the viewport.
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/// Can be enabled or disabled.
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/// May malfunction when rescaled.
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/// </summary>
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private Vector3 _OriginalPosition;
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private Quaternion _OriginalRotation;
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[SerializeField] public bool Sticky = true;
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[SerializeField] float CameraOffset = 10;
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// Start is called before the first frame update
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void Start()
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{
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_OriginalPosition = transform.position;
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_OriginalRotation = transform.rotation;
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}
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void Update()
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{
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if (!Sticky)
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{
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transform.position = _OriginalPosition;
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transform.rotation = _OriginalRotation;
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return;
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}
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if (Conductor.instance == null) return;
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Transform target = GameCamera.instance.transform;
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Vector3 displacement = target.forward * CameraOffset;
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transform.position = target.position + displacement;
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transform.rotation = target.rotation;
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}
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}
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} |