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Question by DreamAcsension · Dec 08, 2018 at 04:13 PM · movementmovement scripttimeline

Can't move camera parent from child script with camera on timeline movement

Trying to move a parent which is the main camera using transform.parent. I've muted the unity timeline to see if it was over riding movement and couldn't. The reason I'm doing this is I have a rail shooter setup in which the player childed to the camera has a script(shown below) that handles rotation and translation across screen with the timeline moving the camera rig to progress the level. I'm wondering if there is a better way to do this as well and am open to a better structure for enabling this.

using System; using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityStandardAssets.CrossPlatformInput;

public class Player : MonoBehaviour {

 [Header("Movement")]
 [Tooltip("in ms^-1")][SerializeField] float xSpeed = 4f;
 [Tooltip("max player movement amount")][SerializeField] float xRange;
 [Tooltip("max player movement amount")] [SerializeField] float yRange = 10f;

 [SerializeField] float positionPitchFactor;
 [SerializeField] float controlPitchFactor;
 [SerializeField] float positionYawFactor = -5f;
 [SerializeField] float controlRollFactor;
 [SerializeField] float controlYawFactor;



 [Header("Weapons")]
 [SerializeField] GameObject[] guns;

 float xThrow, yThrow;
 bool isControlEnabled = true;
 // Use this for initialization
 void Start () {
     
 }
 public void OnPlayerDeath(string recievedMessage) {
     print("Player is " + recievedMessage);
     isControlEnabled = false;
 }
 // Update is called once per frame
 void Update ()
 {
     if (isControlEnabled)
     {
         ProcessTranslation();
         ProcessRotation();
         ProcessFiring();
         ProcessAileronRoll();
     }
     

 }

 private void ProcessAileronRoll()
 {
     if (Input.GetKeyDown(KeyCode.E)){
         print("barrel Roll");
     }
 }

 void ProcessFiring()
 {
     if (CrossPlatformInputManager.GetButton("Fire"))
     {
         SetGunsActive(true);
     }
     else
     {
         SetGunsActive(false);
     }
 }
 private void SetGunsActive(bool isActive)
 {
     foreach (GameObject gun in guns)
     {
         var emissionModule = gun.GetComponent<ParticleSystem>().emission;
         emissionModule.enabled = isActive;
     }
 }

 


 private void ProcessRotation()
 {
     float pitchDueToPosition = transform.localPosition.y * positionPitchFactor;
     float pitchDueToControlThrow = yThrow * controlPitchFactor;
     float pitch = pitchDueToControlThrow;
     
     float yaw =  xThrow * controlYawFactor;
     float roll = xThrow * controlRollFactor;
     transform.localRotation = Quaternion.Euler(pitch, yaw, roll);
 }

 private void ProcessTranslation()
 {
     xThrow = CrossPlatformInputManager.GetAxis("Horizontal");
     yThrow = CrossPlatformInputManager.GetAxis("Vertical");

     float xOffset = xThrow * xSpeed * Time.deltaTime;
     float yOffset = yThrow * xSpeed * Time.deltaTime;

     float rawYpos = transform.localPosition.y + yOffset;
     float rawXPos = transform.localPosition.x + xOffset;

     float YPos = Mathf.Clamp(rawYpos, -yRange, yRange);
     float XPos = Mathf.Clamp(rawXPos, -xRange, xRange);
     transform.parent = new Vector3(XPos, YPos, transform.localPosition.z);
 }

}

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