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92 lines
3.3 KiB
C#

3 years ago
//using System.Collections;
//using System.Collections.Generic;
//using UnityEngine;
//using MalbersAnimations.Events;
//using UnityEngine.Events;
//using Invector.vCharacterController;
//using Invector.vCamera;
//using MalbersAnimations.Scriptables;
//using Gaia;
//using SiegeSong;
//namespace SiegeSong
//{
// public class CameraCustomizations : MonoBehaviour
// {
// public vThirdPersonCamera PlayerCamera;
// public SkinnedMeshRenderer BodyMeshRenderer;
// public Mesh ThirdPersonBodyMesh;
// public Mesh FirstPersonBodyMesh;
// public vThirdPersonMotor PlayerMotor;
// public vThirdPersonController PlayerController;
// public Rigidbody PlayerRigidbody;
// public GameObject PlayerWrapper;
// public float VelocityThreshhold = 0.0f;
// public float perspectiveSwitchCooldown = 0.25f;
// public string CameraChangeInput = "RightAnalogClick";
// public string firstPersonCameraState = "First Person";
// public string thirdPersonCameraState = "Third Person";
// public GameObject[] HiddenFirstPersonMeshes;
// private bool firstPersonActive = false;
// private float perspectiveSwitchTimer = 0.0f;
// private bool perspectiveSwitchTimerActive = false;
// void Start()
// {
// }
// void Update()
// {
// if (Input.GetButtonDown(CameraChangeInput))
// {
// if (firstPersonActive)
// {
// PlayerController.isFirstPerson = false;
// firstPersonActive = false;
// PlayerCamera.ChangeState(thirdPersonCameraState, true);
// //FirstPersonBodyMesh.CopyBonesFrom(ThirdPersonBodyMesh);
// //BodyMeshRenderer.sharedMesh = FirstPersonBodyMesh;
// foreach (var hiddenFirstPersonMesh in HiddenFirstPersonMeshes)
// {
// hiddenFirstPersonMesh.active = true;
// }
// }
// else
// {
// PlayerController.isFirstPerson = true;
// firstPersonActive = true;
// PlayerCamera.ChangeState(firstPersonCameraState, true);
// //ThirdPersonBodyMesh.CopyBonesFrom(FirstPersonBodyMesh);
// //BodyMeshRenderer.sharedMesh = ThirdPersonBodyMesh;
// foreach (var hiddenFirstPersonMesh in HiddenFirstPersonMeshes)
// {
// hiddenFirstPersonMesh.active = false;
// }
// }
// }
// if (PlayerRigidbody.velocity.x > VelocityThreshhold ||
// PlayerRigidbody.velocity.y > VelocityThreshhold ||
// PlayerRigidbody.velocity.z > VelocityThreshhold ||
// PlayerRigidbody.velocity.x < VelocityThreshhold ||
// PlayerRigidbody.velocity.y < VelocityThreshhold ||
// PlayerRigidbody.velocity.z < VelocityThreshhold)
// {
// PlayerMotor.strafeSpeed.rotateWithCamera = true;
// }
// else
// {
// PlayerMotor.strafeSpeed.rotateWithCamera = false;
// }
// }
// }
//}