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Question by
DewDoughnut · Jul 21, 2019 at 02:13 PM ·
cameracameras
how to have one script reffer to another
i am making a resident evil style horror. i downloaded a set of ps1 shaders one of them being a billboard so objects follow you around but when the camera switches camera angles its still facing the first camera so i want to change the face to camera 2 by referring to the camera switch.
this is the system for the camera switch
public class cameraSwitch : MonoBehaviour {
public Camera Cam1;
public Camera Cam2;
// Use this for initialization
void Start () {
Cam1.enabled = true;
Cam2.enabled = false;
}
void OnTriggerEnter (Collider player)
{
Cam1.enabled = false;
Cam2.enabled = true;
}
}
this is the code for billboard
public class billboard : MonoBehaviour
{
void Start ()
{
if (billboard.cam == null)
{
cam = GameObject.FindGameObjectWithTag("MainCamera").GetComponent<Transform>();
}
}
public static Transform cam;
public Vector3 freeRotation = Vector3.one;
Vector3 eangles = Vector3.zero;
void LateUpdate()
{
this.transform.LookAt(billboard.cam);
transform.Rotate(0, 180, 0);
eangles = transform.eulerAngles;
eangles.x *= freeRotation.x;
eangles.y *= freeRotation.y;
eangles.z *= freeRotation.z;
transform.eulerAngles = eangles;
}
}
ideally i want somthing like this
public class billboard : MonoBehaviour
{
void Start ()
{
if (billboard.cam == null)
{
if (cameraswitch cam1.active = true){
cam = cam1
}
if (cameraswitch cam2.active = true){
cam = cam2
}
}
}
public static Transform cam;
public Vector3 freeRotation = Vector3.one;
Vector3 eangles = Vector3.zero;
void LateUpdate()
{
this.transform.LookAt(billboard.cam);
transform.Rotate(0, 180, 0);
eangles = transform.eulerAngles;
eangles.x *= freeRotation.x;
eangles.y *= freeRotation.y;
eangles.z *= freeRotation.z;
transform.eulerAngles = eangles;
}
}
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