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@ZeredaGames
Last active February 23, 2019 08:40
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//
// CameraConroller.cs
//
// Author:
// ${ZeredaGames-AKA Thamas Bell} <${thamasbell@hotmail.com}>
//
// Copyright (c) ${2015} ${Thamas Bell}
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
using UnityEngine;
using UnityEngine.UI;
namespace ZG.Managers.CameraSettings
{
public class CameraController : MonoBehaviour
{
/// <summary>
/// The main camera.
/// </summary>
public Camera mainCamera;
/// <summary>
/// The state of the game.
/// </summary>
private CamState GameState;
/// <summary>
/// Different states of the controller.
/// </summary>
private enum CamState {CamOn,CamOff,CamAYS,CameraSettings}
/// <summary>
/// The cam text.
/// </summary>
public Text CamTxt,HintTxt,InfoTxt;
/// <summary>
/// Start this instance.
/// </summary>
void Start()
{
Debug.Log (GameState);
GameState = CamState.CamOn;
}
/// <summary>
/// Update this instance.
/// </summary>
void update ()
{
if (Input.GetKeyDown(KeyCode.Escape)){
GameState = CamState.CamAYS;
}else if (Input.GetKeyDown(KeyCode.Alpha0))
{
GameState = CamState.CameraSettings;
}
print (GameState);
if (GameState == CamState.CamOn) {CamOn();}
else if (GameState == CamState.CamOff) {CamOff();}
else if (GameState == CamState.CamAYS) {CamAYS();}
else if (GameState == CamState.CameraSettings) {CameraSettings();}
}
/// <summary>
/// Cams the on.
/// </summary>
void CamOn ()
{
Debug.Log (GameState);
CamTxt.text = "Camera ON";
GameState = CamState.CamOn;
if (Input.GetKeyDown(KeyCode.Alpha9))
{
Debug.Log (GameState);
GameState = CamState.CamAYS;
CamTxt.text = "Camera ON";
InfoTxt.text = "Press 0 to CANCEL or ESC to DISABLE Camera";
HintTxt.text = "Turning the Camera OFF Sometimes BREAKS the Game!`this can be changed`";
}else if (Input.GetKeyDown(KeyCode.Alpha0))
{
Debug.Log (GameState);
GameState = CamState.CameraSettings;
CamTxt.text = "Camera Settings";
InfoTxt.text = "Press 0 to GO BACK to REGULAR CAMVIEW or ESC to DISABLE Camera";
HintTxt.text = "Some Games have Multiple Camera views.\n" +
"Turning the Camera OFF Sometimes BREAKS the Game!`this can be changed`";
}
}
/// <summary>
/// Cams the off.
/// </summary>
void CamOff ()
{
Debug.Log (GameState);
GameState = CamState.CamOff;
CamTxt.text = "Camera OFF";
if (Input.GetKeyDown(KeyCode.Escape))
{
Debug.Log (GameState);
GameState = CamState.CamOff;
CamTxt.text = "Camera OFF";
InfoTxt.text = "Press 0 to turn Cmera back ON or ESC to CLOSE the Program";
HintTxt.text = "If you can't see anything Press 0.`this can be changed`";
mainCamera.active = false;
if (Input.GetKeyDown(KeyCode.Escape))
{
int level=0;
Application.LoadLevel(level);
}
}else if (Input.GetKeyDown(KeyCode.Alpha0))
{
Debug.Log (GameState);
GameState = CamState.CameraSettings;
CamTxt.text = "Camera Settings";
InfoTxt.text = "Press 0 to GO BACK to REGULAR CAMVIEW or ESC to DISABLE Camera";
HintTxt.text = "Some Games have Multiple Camera views.\n" +
"Turning the Camera OFF Sometimes BREAKS the Game!`this can be changed`";
mainCamera.active = true;
}
}
/// <summary>
/// Cams the AY.
/// </summary>
void CamAYS ()
{
Debug.Log (GameState);
GameState = CamState.CamAYS;
if (Input.GetKeyDown(KeyCode.Escape))
{
Debug.Log (GameState);
GameState = CamState.CamOff;
CamTxt.text = "Camera ON";
InfoTxt.text = "Press 0 to turn Cmera back ON or ESC to CLOSE the Program";
HintTxt.text = "If you can't see anything Press 0.`this can be changed`";
}else if (Input.GetKeyDown(KeyCode.Alpha0))
{
Debug.Log (GameState);
GameState = CamState.CamOn;
CamTxt.text = "Camera ON";
InfoTxt.text = "Press 0 to CANCEL or ESC to DISABLE Camera";
HintTxt.text = "Some Games have Multiple Camera views.`this can be changed`";
}
}
/// <summary>
/// Cameras the settings.
/// </summary>
void CameraSettings()
{
Debug.Log (GameState);
if (Input.GetKeyDown(KeyCode.Alpha0))
{
Debug.Log (GameState);
GameState = CamState.CamOn;
CamTxt.text = "Camera ON";
InfoTxt.text = "Press 0 to CANCEL or ESC to DISABLE Camera";
HintTxt.text = "Some Games have Multiple Camera views.`this can be changed`";
}else if (Input.GetKeyDown(KeyCode.Escape))
{
GameState = CamState.CameraSettings;
Debug.Log (GameState);
GameState = CamState.CamAYS;
CamTxt.text = "Camera On";
InfoTxt.text = "Press 0 to turn Cmera back ON or ESC to CLOSE the Program";
HintTxt.text = "If you can't see anything Press 0.`this can be changed`";
}
}
}
}
@ZeredaGames
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ZeredaGames commented Feb 23, 2019

ahahaha geeeze... i remember being so proud of this... i know soooo much more now.. funny to look back where i started till now. Made this when i did the Text 101 lesson on Unity Compete development 2D/3D learn to make games but writing code. lol 3 years ago now.

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