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using UnityEngine; @@ -7,9 +8,11 @@ public class GameManager : MonoBehaviour { public GameObject player; - public Camera[] cameras; - public GameObject networkCamera; + public CinemachineVirtualCamera activeCamera; + public CinemachineVirtualCamera networkCamera; public GameObject activeNode; + public Node previousNode; + public bool networkView = false; // Start is called before the first frame update void Start() @@ -17,16 +20,14 @@ public class GameManager : MonoBehaviour } - public void SetActiveCamera(int cam) - { - for (int i = 0; i < cameras.Length; i++) - { - if (i == cam) - { + public void SetActiveCamera(CinemachineVirtualCamera vCam) + { + vCam.Priority = 20; + activeCamera.Priority = 0; + activeCamera = vCam; - } - cameras[i].enabled = (i == cam); - } + if(!activeCamera == networkCamera) { networkView = false; } + } // Update is called once per frame @@ -38,9 +39,10 @@ public class GameManager : MonoBehaviour private void FixedUpdate() { - if (Keyboard.current.xKey.wasPressedThisFrame) + //Leave network view with x + if (Keyboard.current.xKey.wasPressedThisFrame && networkView) { - SetActiveCamera(0); + SetActiveCamera(networkCamera); activeNode.GetComponent().DisableNode(); activeNode = null; } diff --git a/Assets/Scripts/Network/Node.cs b/Assets/Scripts/Network/Node.cs index e7477d0..a418a25 100644 --- a/Assets/Scripts/Network/Node.cs +++ b/Assets/Scripts/Network/Node.cs @@ -28,6 +28,7 @@ public class Node : MonoBehaviour if (isActive) { return; } Debug.Log(string.Format("{0} became active node", gameObject.name)); UI.SetActive(true); + gameManager.previousNode = gameManager.activeNode.GetComponent(); gameManager.activeNode = this.gameObject; gameManager.networkCamera.GetComponent().targetPosition = new Vector3(transform.position.x, gameManager.networkCamera.transform.position.y, transform.position.z); isActive = true; @@ -48,7 +49,8 @@ public class Node : MonoBehaviour DisableNode(); } else { - connections[(int)dir].SendMessage("InteractNode"); + connections[(int)dir].SendMessage("InteractNode", this); + gameManager.previousNode = this; } diff --git a/Assets/Scripts/Network/Switch.cs b/Assets/Scripts/Network/Switch.cs index 5af5079..c2a6ccd 100644 --- a/Assets/Scripts/Network/Switch.cs +++ b/Assets/Scripts/Network/Switch.cs @@ -32,7 +32,9 @@ public class Switch : MonoBehaviour //Debug.Log("Switch is visible and in range"); if (Keyboard.current.eKey.wasPressedThisFrame && !gameManager.activeNode) { - gameManager.SetActiveCamera(1); + gameManager.previousNode = debugNode; + gameManager.activeNode = debugNode.gameObject; + gameManager.SetActiveCamera(gameManager.networkCamera); debugNode.SendMessage("SetActiveNode", debugNode.GetComponent()); } } diff --git a/Assets/Scripts/Robot Arm/RobotArmController.cs b/Assets/Scripts/Robot Arm/RobotArmController.cs index 5db6ee4..346e0de 100644 --- a/Assets/Scripts/Robot Arm/RobotArmController.cs +++ b/Assets/Scripts/Robot Arm/RobotArmController.cs @@ -1,3 +1,4 @@ +using Cinemachine; using System.Collections; using System.Collections.Generic; using UnityEngine; @@ -6,6 +7,10 @@ using UnityEngine.InputSystem; public class RobotArmController : MonoBehaviour { + public bool isInUse = false; + + public GameManager gameManager; + public CinemachineVirtualCamera localCamera; public GameObject target; public float armSpeed = 1; public float armRotationSpeed = 10; @@ -16,7 +21,7 @@ public class RobotArmController : MonoBehaviour // Start is called before the first frame update void Start() { - + gameManager = GameObject.Find("GameManager").GetComponent(); } private void Update() @@ -24,9 +29,26 @@ public class RobotArmController : MonoBehaviour targetMarker.transform.position = new Vector3(target.transform.position.x, transform.position.y + .5f, target.transform.position.z); } + public void InteractNode(Node pre) + { + gameManager.SetActiveCamera(localCamera); + isInUse = true; + target.GetComponent().enabled = false; + } + // Update is called once per frame void FixedUpdate() { + if (!isInUse) { return; } + + //return to network view with x + if (Keyboard.current.xKey.wasPressedThisFrame) + { + gameManager.SetActiveCamera(gameManager.networkCamera); + target.GetComponent().enabled = true; + isInUse = false; + gameManager.previousNode.SetActiveNode(); + } //Hoch/Runter if (Keyboard.current.ctrlKey.isPressed && target.transform.position.y > transform.position.y)