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Question by Volearix · Nov 11, 2014 at 03:39 PM · camerasmoothsmoothing

Lerp camera based on indexed classes

Having no luck getting my cameras to lerp as desired. Just wanting to iterate through camera positions/rotations when users press a key. Had it working as separate lists, but would really like to go the route of custom classes. Where am I fouling up here? Really think it has to do with the declaration of the custom class Camera Pointer, but not sure.

 public List<CameraPointer> CinematicCameras = new List<CameraPointer>();
 public Transform MainCamera = null;
 public int cameraIndex = 0;
 
 void Start () 
 {
     MainCamera = Camera.main.transform;
 }
 
 void Update()
 {
     if (Input.GetKeyDown (KeyCode.UpArrow)) 
     {
         IncreaseIndex();
     }
     if (Input.GetKeyDown (KeyCode.DownArrow)) 
     {
         DecreaseIndex();
     }
 
     Vector3 OldPos = MainCamera.position;
     Quaternion OldRot = MainCamera.rotation;
     Vector3 NewPos = CinematicCameras[cameraIndex].Position;
     Quaternion NewRot = CinematicCameras[cameraIndex].Rotation;
     float Smoothing = CinematicCameras [cameraIndex].Smoothing * Time.deltaTime;
 
     MainCamera.position = Vector3.Lerp (OldPos, NewPos, Smoothing);
     MainCamera.rotation = Quaternion.Lerp (OldRot, NewRot, Smoothing);
 }
 
 [System.Serializable]
 public class CameraPointer
 {
     private Transform m_transform;
     private Vector3 m_position;
     private Quaternion m_rotation;
 
     public CameraPointer(Camera cameraObject, float smooth)
     {
         CamObject = cameraObject;
         CamTransform = cameraObject.transform;
         Position = CamTransform.position;
         Rotation = CamTransform.rotation;
         Smoothing = smooth;
     }
 
     public Camera CamObject;
     public Transform CamTransform { get { return m_transform; } set { m_transform = CamObject.transform; } }
     public Vector3 Position { get { return m_position; } set { m_position = CamTransform.position; } }
     public Quaternion Rotation { get { return m_rotation; } set { m_rotation = CamTransform.rotation; } }
     public float Smoothing;
 }
 private void IncreaseIndex(int increment = 1)
 {
     int cameraCount = CinematicCameras.Count - increment;
     if (cameraIndex < cameraCount)
     {
         cameraIndex += increment;
     }
     else
     {
         cameraIndex = 0;
     }
 }
 private void DecreaseIndex(int decrement = 1)
 {
     int cameraCount = CinematicCameras.Count - decrement;
     if (cameraIndex > 0)
     {
         cameraIndex -= decrement;
     }
     else
     {
         cameraIndex = cameraCount;
     }
 }
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