Camera Isnt Zooming Back Out
So, when the bullet is spawned, the camera zooms in to 55.
Why when the FOV is = 55 doenst it zoom back out?
int zoom = 55;
int normal = 60;
float smooth = 12f;
float delay = .5f;
public GunController bulletCheck;
public Camera mainCam;
void Start()
{
}
// Update is called once per frame
void Update()
{
if (bulletCheck.shotSpawned == true)
{
mainCam.fieldOfView = Mathf.Lerp(GetComponent<Camera>().fieldOfView, zoom, Time.deltaTime * smooth);
}
if (mainCam.fieldOfView <= zoom)
{
// mainCam.fieldOfView = normal;
mainCam.fieldOfView = Mathf.Lerp(GetComponent<Camera>().fieldOfView, normal, Time.deltaTime * smooth);
}
}
int zoom = 55;
int normal = 60;
float smooth = 12f;
float delay = .5f;
public GunController bulletCheck;
public Camera mainCam;
void Start()
{
}
// Update is called once per frame
void Update()
{
if (bulletCheck.shotSpawned == true)
{
mainCam.fieldOfView = Mathf.Lerp(GetComponent<Camera>().fieldOfView, zoom, Time.deltaTime * smooth);
}
if (mainCam.fieldOfView <= zoom)
{
// mainCam.fieldOfView = normal;
mainCam.fieldOfView = Mathf.Lerp(GetComponent<Camera>().fieldOfView, normal, Time.deltaTime * smooth);
}
}
1 Reply
also i know instead og 'getcomponent...' i could do 'mainCam.field....'
but that is not the issue
SELF FIXED:
int zoom = 55;
int normal = 60;
float smooth = 100f;
float smooth2 = 10f;
float delay = 1.5f;
public GunController bulletCheck;
public Camera mainCam;
void Start()
{
}
// Update is called once per frame
void Update()
{
if (bulletCheck.shotSpawned == true)
{
delay -= Time.deltaTime;
mainCam.fieldOfView = Mathf.Lerp(mainCam.fieldOfView, zoom, Time.deltaTime * smooth);
}
if (delay <= 0)
{
// mainCam.fieldOfView = normal;
mainCam.fieldOfView = Mathf.Lerp(mainCam.fieldOfView, normal, Time.deltaTime * smooth2);
}
int zoom = 55;
int normal = 60;
float smooth = 100f;
float smooth2 = 10f;
float delay = 1.5f;
public GunController bulletCheck;
public Camera mainCam;
void Start()
{
}
// Update is called once per frame
void Update()
{
if (bulletCheck.shotSpawned == true)
{
delay -= Time.deltaTime;
mainCam.fieldOfView = Mathf.Lerp(mainCam.fieldOfView, zoom, Time.deltaTime * smooth);
}
if (delay <= 0)
{
// mainCam.fieldOfView = normal;
mainCam.fieldOfView = Mathf.Lerp(mainCam.fieldOfView, normal, Time.deltaTime * smooth2);
}