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Unity > CutScenes Handler for Movement_Camera.cs script (https://gist.github.com/MarcelvanDuijnDev/94938645e584b7031731fe39c658ec4c)
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
public class Movement_Camera_CutScenes : MonoBehaviour | |
{ | |
[SerializeField] private List<Movement_Camera_CutScene> _CutScenes = new List<Movement_Camera_CutScene>(); | |
[SerializeField] private LayerMask _TargetLayer; | |
private int _Current_CutScene; | |
private bool _HasCutScenes; | |
[Header("Debug Gizmos")] | |
[SerializeField] private int _Gizmos_Current_CutScene; | |
private void Start() | |
{ | |
for (int i = 0; i < _CutScenes.Count; i++) | |
{ | |
if (_CutScenes[i].OnTrigger) | |
{ | |
_HasCutScenes = true; | |
break; | |
} | |
} | |
} | |
void Update() | |
{ | |
//If OnTrigger | |
if (_HasCutScenes) | |
for (int i = 0; i < _CutScenes.Count; i++) | |
{ | |
if (_CutScenes[i].OnTrigger) | |
{ | |
if (_CutScenes[i].CurrrentScene < _CutScenes[i].CutScene_Scenes.Count) | |
{ | |
int detectplayer = Physics.BoxCastAll(_CutScenes[i].CutSceneTriggerPos.position, _CutScenes[i].Size, transform.forward, Quaternion.identity, 1, _TargetLayer).Length; | |
if (detectplayer > 0) | |
Movement_Camera.CAM.CutScene(true, _CutScenes[_Current_CutScene].CutScene_Scenes[_CutScenes[_Current_CutScene].CurrrentScene].CutScenePosition, _CutScenes[_Current_CutScene].CutScene_Scenes[_CutScenes[_Current_CutScene].CurrrentScene].CutSceneTarget, _CutScenes[_Current_CutScene].CutScene_Scenes[_CutScenes[_Current_CutScene].CurrrentScene].CutSceneRotation, _CutScenes[_Current_CutScene].CutScene_Scenes[_CutScenes[_Current_CutScene].CurrrentScene].FollowTarget); | |
else | |
Movement_Camera.CAM.CutScene(false); | |
} | |
} | |
} | |
} | |
public void NextScene() | |
{ | |
_CutScenes[_Current_CutScene].CurrrentScene++; | |
if (_CutScenes[_Current_CutScene].CurrrentScene < _CutScenes[_Current_CutScene].CutScene_Scenes.Count) | |
Movement_Camera.CAM.CutScene(true, _CutScenes[_Current_CutScene].CutScene_Scenes[_CutScenes[_Current_CutScene].CurrrentScene].CutScenePosition, _CutScenes[_Current_CutScene].CutScene_Scenes[_CutScenes[_Current_CutScene].CurrrentScene].CutSceneTarget, _CutScenes[_Current_CutScene].CutScene_Scenes[_CutScenes[_Current_CutScene].CurrrentScene].CutSceneRotation, _CutScenes[_Current_CutScene].CutScene_Scenes[_CutScenes[_Current_CutScene].CurrrentScene].FollowTarget); | |
else | |
{ | |
if (_CutScenes[_Current_CutScene].CutSceneOption == Movement_Camera_CutScene.CutSceneOptions.Stop) | |
{ | |
_CutScenes[_Current_CutScene].CurrrentScene = _CutScenes[_Current_CutScene].CutScene_Scenes.Count - 1; | |
Movement_Camera.CAM.CutScene(false); | |
} | |
else | |
{ | |
_CutScenes[_Current_CutScene].CurrrentScene = 0; | |
Movement_Camera.CAM.CutScene(true, _CutScenes[_Current_CutScene].CutScene_Scenes[_CutScenes[_Current_CutScene].CurrrentScene].CutScenePosition, _CutScenes[_Current_CutScene].CutScene_Scenes[_CutScenes[_Current_CutScene].CurrrentScene].CutSceneTarget, _CutScenes[_Current_CutScene].CutScene_Scenes[_CutScenes[_Current_CutScene].CurrrentScene].CutSceneRotation, _CutScenes[_Current_CutScene].CutScene_Scenes[_CutScenes[_Current_CutScene].CurrrentScene].FollowTarget); | |
} | |
} | |
} | |
public void PreviousScene() | |
{ | |
_CutScenes[_Current_CutScene].CurrrentScene--; | |
if (_CutScenes[_Current_CutScene].CurrrentScene >= 0) | |
Movement_Camera.CAM.CutScene(true, _CutScenes[_Current_CutScene].CutScene_Scenes[_CutScenes[_Current_CutScene].CurrrentScene].CutScenePosition, _CutScenes[_Current_CutScene].CutScene_Scenes[_CutScenes[_Current_CutScene].CurrrentScene].CutSceneTarget, _CutScenes[_Current_CutScene].CutScene_Scenes[_CutScenes[_Current_CutScene].CurrrentScene].CutSceneRotation, _CutScenes[_Current_CutScene].CutScene_Scenes[_CutScenes[_Current_CutScene].CurrrentScene].FollowTarget); | |
else | |
{ | |
if (_CutScenes[_Current_CutScene].CutSceneOption == Movement_Camera_CutScene.CutSceneOptions.Stop) | |
{ | |
_CutScenes[_Current_CutScene].CurrrentScene = 0; | |
Movement_Camera.CAM.CutScene(false); | |
} | |
else | |
{ | |
_CutScenes[_Current_CutScene].CurrrentScene = _CutScenes[_Current_CutScene].CutScene_Scenes.Count -1; | |
Movement_Camera.CAM.CutScene(true, _CutScenes[_Current_CutScene].CutScene_Scenes[_CutScenes[_Current_CutScene].CurrrentScene].CutScenePosition, _CutScenes[_Current_CutScene].CutScene_Scenes[_CutScenes[_Current_CutScene].CurrrentScene].CutSceneTarget, _CutScenes[_Current_CutScene].CutScene_Scenes[_CutScenes[_Current_CutScene].CurrrentScene].CutSceneRotation, _CutScenes[_Current_CutScene].CutScene_Scenes[_CutScenes[_Current_CutScene].CurrrentScene].FollowTarget); | |
} | |
} | |
} | |
//Set Cutscene | |
public void Set_CutScene(int cutsceneid) | |
{ | |
_Current_CutScene = cutsceneid; | |
} | |
public void Set_CutScene(string cutscenename) | |
{ | |
for (int i = 0; i < _CutScenes.Count; i++) | |
{ | |
if(cutscenename == _CutScenes[i].CutScene_Name) | |
{ | |
_Current_CutScene = i; | |
break; | |
} | |
} | |
} | |
//Set Scene | |
public void Set_Scene(int sceneid) | |
{ | |
_CutScenes[_Current_CutScene].CurrrentScene = sceneid; | |
} | |
public void Set_Scene(string scenename) | |
{ | |
for (int i = 0; i < _CutScenes[_Current_CutScene].CutScene_Scenes.Count; i++) | |
{ | |
if(scenename == _CutScenes[_Current_CutScene].CutScene_Scenes[i].Scene_Name) | |
{ | |
_CutScenes[_Current_CutScene].CurrrentScene = i; | |
break; | |
} | |
} | |
} | |
public void Set_Scene(int sceneid, bool startscene) | |
{ | |
_CutScenes[_Current_CutScene].CurrrentScene = sceneid; | |
if (startscene) | |
Start_CutScene(); | |
} | |
public void Set_Scene(string scenename, bool startscene) | |
{ | |
for (int i = 0; i < _CutScenes[_Current_CutScene].CutScene_Scenes.Count; i++) | |
{ | |
if (scenename == _CutScenes[_Current_CutScene].CutScene_Scenes[i].Scene_Name) | |
{ | |
_CutScenes[_Current_CutScene].CurrrentScene = i; | |
if (startscene) | |
Start_CutScene(); | |
break; | |
} | |
} | |
} | |
//Start / Stop Scene | |
public void Start_CutScene() | |
{ | |
Movement_Camera.CAM.CutScene(true, _CutScenes[_Current_CutScene].CutScene_Scenes[_CutScenes[_Current_CutScene].CurrrentScene].CutScenePosition, _CutScenes[_Current_CutScene].CutScene_Scenes[_CutScenes[_Current_CutScene].CurrrentScene].CutSceneTarget, _CutScenes[_Current_CutScene].CutScene_Scenes[_CutScenes[_Current_CutScene].CurrrentScene].CutSceneRotation, _CutScenes[_Current_CutScene].CutScene_Scenes[_CutScenes[_Current_CutScene].CurrrentScene].FollowTarget); | |
} | |
public void Stop_CutScene() | |
{ | |
Movement_Camera.CAM.CutScene(false); | |
} | |
private void OnDrawGizmosSelected() | |
{ | |
if (_Gizmos_Current_CutScene < _CutScenes.Count) | |
{ | |
//Trigger Position | |
Gizmos.color = new Vector4(0, 1, 0, 0.2f); | |
if (_CutScenes[_Gizmos_Current_CutScene].OnTrigger) | |
Gizmos.DrawCube(_CutScenes[_Gizmos_Current_CutScene].CutSceneTriggerPos.position, _CutScenes[_Gizmos_Current_CutScene].Size); | |
//Camera Positions | |
for (int i = 0; i < _CutScenes[_Gizmos_Current_CutScene].CutScene_Scenes.Count; i++) | |
{ | |
//OnFollow / Locked | |
if (_CutScenes[_Gizmos_Current_CutScene].CutScene_Scenes[i].FollowTarget) | |
Gizmos.color = new Vector4(0, 1, 0, 0.2f); | |
else | |
Gizmos.color = new Vector4(1, 0, 0, 0.2f); | |
//DrawCamera | |
Matrix4x4 oldGizmosMatrix = Gizmos.matrix; | |
Gizmos.matrix = Matrix4x4.TRS(_CutScenes[_Gizmos_Current_CutScene].CutScene_Scenes[i].CutScenePosition, Quaternion.Euler(_CutScenes[_Gizmos_Current_CutScene].CutScene_Scenes[i].CutSceneRotation), Vector4.one); | |
Gizmos.DrawFrustum(Vector4.zero, 60, 10, 0.5f, 1); | |
Gizmos.matrix = oldGizmosMatrix; | |
Gizmos.DrawSphere(_CutScenes[_Gizmos_Current_CutScene].CutScene_Scenes[i].CutScenePosition, 0.5f); | |
} | |
} | |
} | |
} | |
[System.Serializable] | |
public class Movement_Camera_CutScene | |
{ | |
public string CutScene_Name; | |
public List<Movement_Camera_CutSceneLocation> CutScene_Scenes; | |
public int CurrrentScene; | |
[Header("Trigger Area")] | |
public bool OnTrigger; | |
public Transform CutSceneTriggerPos; | |
public Vector3 Size; | |
[Header("When Done")] | |
public CutSceneOptions CutSceneOption; | |
public enum CutSceneOptions { Stop, Loop } | |
} | |
[System.Serializable] | |
public class Movement_Camera_CutSceneLocation | |
{ | |
public string Scene_Name; | |
[Header("CutScene Settings")] | |
public Vector3 CutScenePosition; | |
public Vector3 CutSceneRotation; | |
[Header("Follow Target")] | |
public bool FollowTarget; | |
public GameObject CutSceneTarget; | |
} |
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