using UnityEngine; using UnityEngine.Serialization; public class CameraScript : MonoBehaviour { public float damping = 1.5f; public Vector3 offset = new Vector3(0f, 0f, 0f); public Transform player; private int lastX; [SerializeField] private bool showCursor; private Animator _cameraAnimator; public Texture2D cursorTexture; public CursorMode cursorMode = CursorMode.Auto; public Vector2 hotSpot = Vector2.zero; void Start() { if (showCursor) { Cursor.SetCursor(cursorTexture, hotSpot, cursorMode); Cursor.visible = true; } //_isActive = false; _cameraAnimator = GetComponent(); lastX = Mathf.RoundToInt(player.position.x); } public void ShakeCamera() { _cameraAnimator.SetTrigger("shake"); } public void PlayerWinner() { offset = new Vector3(0f, 4f, -3f); } public void SetCameraPosition(Vector3 camPosition) { offset = camPosition; } public void StartGame() { offset = new Vector3(0f, 9f, -7.5f); //_isActive = true; } void FixedUpdate() { int currentX = Mathf.RoundToInt(player.position.x); lastX = Mathf.RoundToInt(player.position.x); Vector3 target; target = new Vector3(player.position.x + offset.x, player.position.y + offset.y, player.position.z + offset.z); Vector3 currentPosition; // if (_isActive) // { currentPosition = Vector3.Lerp(transform.position, target, damping * Time.deltaTime); transform.position = currentPosition; // } } }