using Cinemachine;
using UnityEngine;
public class ADScam : MonoBehaviour
{
[SerializeField] CinemachineVirtualCamera tpscam;
[SerializeField] CinemachineVirtualCamera adscam;
public GameObject adsmode;
public GameObject tpsmode;
private bool ads = false;
public RaycastHit TargetPoint;
RaycastHit TargetPointADS;
[SerializeField] float FireRange = 999;
private void Update()
{
CameraManager();
}
private void CameraManager()
{
if (Input.GetMouseButton(1) == true)
{
ads = true;
}
else
{
ads = false;
}
if (ads == true)
{
tpscam.Priority = 9;
adscam.Priority = 10;
adscam.transform.LookAt(TargetPoint.point);
Physics.Raycast(adscam.transform.position, adscam.transform.forward, out TargetPointADS, FireRange);
Debug.DrawRay(adscam.transform.position, adscam.transform.forward * TargetPointADS.distance, Color.red);
/*float TPScamXrot = tpscam.transform.localEulerAngles.x;
float TPScamYrot = tpscam.transform.localEulerAngles.y;
float TPScamZrot = tpscam.transform.localEulerAngles.z;
adscam.gameObject.transform.localEulerAngles = new Vector3(TPScamXrot, TPScamYrot, TPScamZrot);*/
}
else if (ads == false)
{
tpscam.Priority = 10;
adscam.Priority = 9;
Physics.Raycast(tpscam.transform.position, tpscam.transform.forward,out TargetPoint, FireRange);
/*Transform tempObj = new GameObject().transform;
tempObj.SetParent(adscam.transform);
tempObj.localPosition = new Vector3(0, 0, FireRange);
if (Physics.Raycast(adscam.transform.position, adscam.transform.forward, out TargetPoint, FireRange) && TargetPoint.transform)
tempObj.position = TargetPoint.point;
tpscam.transform.LookAt(tempObj);
Destroy(tempObj.gameObject);
float ADScamXrot = adscam.transform.localEulerAngles.x;
float ADScamYrot = adscam.transform.localEulerAngles.y;
float ADScamZrot = adscam.transform.localEulerAngles.z;
tpscam.gameObject.transform.localEulerAngles = new Vector3(ADScamXrot, ADScamYrot, ADScamZrot);*/
}
}
}