using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; public class PlayerCameraController : MonoBehaviour { [Header("Camera's")] [SerializeField] private Transform FPC; [SerializeField] private Transform TPC; [Header("Sliders")] [SerializeField] private Slider TPCADJRotX; [SerializeField] private Slider TPCADJRotY; [SerializeField] private Slider TPCADJRotZ; [SerializeField] private Slider TPCADJPosX; [SerializeField] private Slider TPCADJPosY; [SerializeField] private Slider TPCADJPosZ; [SerializeField] private Slider FPCADJPosX; [SerializeField] private Slider FPCADJPosY; [SerializeField] private Slider FPCADJPosZ; [Header("Information")] [SerializeField] private Vector3 FPCVectorPos; [SerializeField] private Vector3 TPCVectorPos; [SerializeField] private Quaternion TPCVectorRot; [SerializeField] private bool IsInitializing = false; void start() { IsInitializing = true; FPCVectorPos = FPC.position; TPCVectorPos = TPC.position; TPCVectorRot = TPC.rotation; SetSliders(); } public void SetSliders() { IsInitializing = true; TPCADJRotX.value = TPC.rotation.x; TPCADJRotY.value = TPC.rotation.y; TPCADJRotZ.value = TPC.rotation.z; TPCADJPosX.value = TPC.position.x; TPCADJPosY.value = TPC.position.y; TPCADJPosZ.value = TPC.position.z; FPCADJPosX.value = FPC.position.x; FPCADJPosY.value = FPC.position.y; FPCADJPosZ.value = FPC.position.z; IsInitializing = false; } public void ResetThirdPersonCamera() { TPC.position = TPCVectorPos; TPC.rotation = TPCVectorRot; SetSliders(); } public void ResetFirstPersonCamera() { FPC.position = FPCVectorPos; SetSliders(); } public void UpdateTPCRotation() { if (IsInitializing == false) { TPC.rotation = Quaternion.Euler(TPCADJRotX.value, TPCADJRotY.value, TPCADJRotZ.value); } } public void UpdateTPCPosition() { if (IsInitializing == false) { Vector3 newTPCPosition = TPC.position; newTPCPosition.x = TPCADJPosX.value; newTPCPosition.y = TPCADJPosY.value; newTPCPosition.z = TPCADJPosZ.value; TPC.position = newTPCPosition; } } public void UpdateFPCRotation() { if (IsInitializing == false) { Vector3 newFPCPosition = FPC.position; newFPCPosition.x = FPCADJPosX.value; newFPCPosition.y = FPCADJPosY.value; newFPCPosition.z = FPCADJPosZ.value; FPC.position = newFPCPosition; } } }