Rhythm Rally: Utilizing rendertextures to preserve main camera qualities between games

This commit is contained in:
Jenny Crowe 2022-02-12 09:57:45 -07:00
parent ac8c1325bf
commit 2b452ab4d8
9 changed files with 358 additions and 40 deletions

8
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@ -7,6 +7,8 @@ namespace RhythmHeavenMania.Games.RhythmRally
{
public class RhythmRally : Minigame
{
public Transform renderQuadTrans;
public Transform cameraPos;
public GameObject ball;
@ -27,10 +29,10 @@ namespace RhythmHeavenMania.Games.RhythmRally
// Start is called before the first frame update
void Start()
{
GameCamera.instance.camera.transform.position = cameraPos.position;
GameCamera.instance.camera.transform.rotation = cameraPos.rotation;
GameCamera.instance.camera.fieldOfView = 41f;
GameCamera.instance.camera.backgroundColor = Color.white;
var cam = GameCamera.instance.camera;
var camHeight = 2f * cam.orthographicSize;
var camWidth = camHeight * cam.aspect;
renderQuadTrans.localScale = new Vector3(camWidth, camHeight, 1f);
playerAnim.Play("Idle", 0, 0);
opponentAnim.Play("Idle", 0, 0);

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