Commit 79a11cd9 authored by 18손재민's avatar 18손재민

이제 게임 시작시 카메라가 보는 중심은 정확히 맵의 중앙이 됨

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......
...@@ -19,7 +19,7 @@ public class CameraController : MonoBehaviour ...@@ -19,7 +19,7 @@ public class CameraController : MonoBehaviour
float sensitivity = 1; float sensitivity = 1;
[SerializeField] [SerializeField]
Vector3 centerPos = new Vector3(0, 0, 0); public Vector3 centerPos = new Vector3(-0.5f, 0, -0.5f);
Vector3 distance = new Vector3(0, 0, 0); Vector3 distance = new Vector3(0, 0, 0);
/// <summary> /// <summary>
/// Move camera. /// Move camera.
...@@ -91,14 +91,14 @@ public class CameraController : MonoBehaviour ...@@ -91,14 +91,14 @@ public class CameraController : MonoBehaviour
for (i = 0; i < cameraMoveDuration; i += 1) for (i = 0; i < cameraMoveDuration; i += 1)
{ {
yield return new WaitForSeconds(0.01f); yield return new WaitForSeconds(0.01f);
if (Input.GetMouseButtonDown(0)) /*if (Input.GetMouseButtonDown(0))
break; break;*/
transform.position += posDiff; transform.position += posDiff;
transform.eulerAngles += new Vector3(angleDiff, 0, 0); transform.eulerAngles += new Vector3(angleDiff, 0, 0);
Camera.main.fieldOfView = Mathf.Lerp(mapFov, shootingFov, i / cameraMoveDuration); Camera.main.fieldOfView = Mathf.Lerp(mapFov, shootingFov, i / cameraMoveDuration);
} }
transform.position += posDiff * (cameraMoveDuration - i); /*transform.position += posDiff * (cameraMoveDuration - i);
transform.eulerAngles += new Vector3(angleDiff * (cameraMoveDuration - i), 0, 0); transform.eulerAngles += new Vector3(angleDiff * (cameraMoveDuration - i), 0, 0);*/
Camera.main.fieldOfView = shootingFov; Camera.main.fieldOfView = shootingFov;
player.transform.eulerAngles = new Vector3(player.transform.eulerAngles.x, transform.eulerAngles.y, player.transform.eulerAngles.z); player.transform.eulerAngles = new Vector3(player.transform.eulerAngles.x, transform.eulerAngles.y, player.transform.eulerAngles.z);
...@@ -140,14 +140,14 @@ public class CameraController : MonoBehaviour ...@@ -140,14 +140,14 @@ public class CameraController : MonoBehaviour
for (i = 0; i < cameraMoveDuration; i += 1) for (i = 0; i < cameraMoveDuration; i += 1)
{ {
yield return new WaitForSeconds(0.01f); yield return new WaitForSeconds(0.01f);
if (Input.GetMouseButtonDown(0)) /*if (Input.GetMouseButtonDown(0))
break; break;*/
transform.position += posDiff; transform.position += posDiff;
transform.eulerAngles += angleDiff; transform.eulerAngles += angleDiff;
Camera.main.fieldOfView = Mathf.Lerp(shootingFov, mapFov, i / cameraMoveDuration); Camera.main.fieldOfView = Mathf.Lerp(shootingFov, mapFov, i / cameraMoveDuration);
} }
transform.position += posDiff * (cameraMoveDuration - i); /*transform.position += posDiff * (cameraMoveDuration - i);
transform.eulerAngles += angleDiff * (cameraMoveDuration - i); transform.eulerAngles += angleDiff * (cameraMoveDuration - i);*/
Camera.main.fieldOfView = mapFov; Camera.main.fieldOfView = mapFov;
transform.position = previousPos; transform.position = previousPos;
......
...@@ -91,6 +91,9 @@ public class MapManager : SingletonBehaviour<MapManager> ...@@ -91,6 +91,9 @@ public class MapManager : SingletonBehaviour<MapManager>
currentMap.comments = loadedMapData.comments; currentMap.comments = loadedMapData.comments;
GameManager.inst.commentUIGenerator.SetComment(currentMap.comments); GameManager.inst.commentUIGenerator.SetComment(currentMap.comments);
} }
Camera.main.GetComponent<CameraController>().centerPos =
new Vector3((float)(currentMap.maxBorder.x + currentMap.minBorder.x) / 2, 0, (float)(currentMap.maxBorder.y + currentMap.minBorder.y) / 2);
Debug.Log(new Vector3((float)(currentMap.maxBorder.x + currentMap.minBorder.x) / 2, 0, (float)(currentMap.maxBorder.y + currentMap.minBorder.y) / 2));
} }
public IEnumerator Rebaker() public IEnumerator Rebaker()
......
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