Reworked camera logic
Added robot arm camera Added robot arm idle animation
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@@ -1,3 +1,4 @@
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using Cinemachine;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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@@ -6,6 +7,10 @@ using UnityEngine.InputSystem;
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public class RobotArmController : MonoBehaviour
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{
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public bool isInUse = false;
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public GameManager gameManager;
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public CinemachineVirtualCamera localCamera;
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public GameObject target;
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public float armSpeed = 1;
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public float armRotationSpeed = 10;
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@@ -16,7 +21,7 @@ public class RobotArmController : MonoBehaviour
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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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gameManager = GameObject.Find("GameManager").GetComponent<GameManager>();
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}
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private void Update()
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@@ -24,9 +29,26 @@ public class RobotArmController : MonoBehaviour
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targetMarker.transform.position = new Vector3(target.transform.position.x, transform.position.y + .5f, target.transform.position.z);
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}
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public void InteractNode(Node pre)
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{
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gameManager.SetActiveCamera(localCamera);
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isInUse = true;
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target.GetComponent<Animator>().enabled = false;
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}
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// Update is called once per frame
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void FixedUpdate()
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{
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if (!isInUse) { return; }
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//return to network view with x
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if (Keyboard.current.xKey.wasPressedThisFrame)
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{
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gameManager.SetActiveCamera(gameManager.networkCamera);
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target.GetComponent<Animator>().enabled = true;
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isInUse = false;
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gameManager.previousNode.SetActiveNode();
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}
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//Hoch/Runter
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if (Keyboard.current.ctrlKey.isPressed && target.transform.position.y > transform.position.y)
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