Je te passe un script pour 30 caméras , j'ai fait tourner la caméra pour qu'elle regarde en bas.
Code : Tout sélectionner
#pragma strict
// declaration des variables
var cam1:GameObject;
var cam2:GameObject;
var cam3:GameObject;
var cam4:GameObject;
var cam5:GameObject;
var cam6:GameObject;
var cam7:GameObject;
var cam8:GameObject;
var cam9:GameObject;
var cam10:GameObject;
var cam11:GameObject;
var cam12:GameObject;
var cam13:GameObject;
var cam14:GameObject;
var cam15:GameObject;
var cam16:GameObject;
var cam17:GameObject;
var cam18:GameObject;
var cam19:GameObject;
var cam20:GameObject;
var cam21:GameObject;
var cam22:GameObject;
var cam23:GameObject;
var cam24:GameObject;
var cam25:GameObject;
var cam26:GameObject;
var cam27:GameObject;
var cam28:GameObject;
var cam29:GameObject;
var cam30:GameObject;
// Fonction qui désactive les caméras 2 à 30 donc seul la 1° , la MAINCAMERA, est visible
function switchCam(){
cam2.active=false;
cam3.active=false;
cam4.active=false;
cam5.active=false;
cam6.active=false;
cam7.active=false;
cam8.active=false;
cam9.active=false;
cam10.active=false;
cam11.active=false;
cam12.active=false;
cam13.active=false;
cam14.active=false;
cam15.active=false;
cam16.active=false;
cam17.active=false;
cam18.active=false;
cam19.active=false;
cam20.active=false;
cam21.active=false;
cam22.active=false;
cam23.active=false;
cam24.active=false;
cam25.active=false;
cam26.active=false;
cam27.active=false;
cam28.active=false;
cam29.active=false;
cam30.active=false;
// Le script est en pause 1 seconde. On lance la fonction créée dessous. On remplace les arg1, arg2 et arg3
// par leur valeur : objet, objet et chiffre)
// fonction aniCam : la cam1 va vers cam2 en 0.1 secondes
yield WaitForSeconds(1);
aniCam(cam1,cam2,0.1);
// fonction aniCam : On géle le script 1 seconde cam1 qui va vers position de la cam3 en 2 secondes, etc ..
yield WaitForSeconds(1);
aniCam(cam1,cam3,2);
yield WaitForSeconds(1);
aniCam(cam1,cam4,2);
yield WaitForSeconds(1);
aniCam(cam1,cam5,2);
yield WaitForSeconds(1);
aniCam(cam1,cam6,2);
yield WaitForSeconds(1);
aniCam(cam1,cam7,2);
yield WaitForSeconds(1);
aniCam(cam1,cam8,2);
yield WaitForSeconds(1);
aniCam(cam1,cam9,2);
yield WaitForSeconds(1);
aniCam(cam1,cam10,2);
yield WaitForSeconds(1);
aniCam(cam1,cam11,2);
yield WaitForSeconds(1);
aniCam(cam1,cam12,2);
yield WaitForSeconds(1);
aniCam(cam1,cam13,2);
yield WaitForSeconds(1);
aniCam(cam1,cam14,2);
yield WaitForSeconds(1);
aniCam(cam1,cam15,2);
yield WaitForSeconds(1);
aniCam(cam1,cam16,2);
yield WaitForSeconds(1);
aniCam(cam1,cam17,2);
yield WaitForSeconds(1);
aniCam(cam1,cam18,2);
yield WaitForSeconds(1);
aniCam(cam1,cam19,2);
yield WaitForSeconds(1);
aniCam(cam1,cam20,2);
yield WaitForSeconds(1);
aniCam(cam1,cam21,2);
yield WaitForSeconds(1);
aniCam(cam1,cam22,2);
yield WaitForSeconds(1);
aniCam(cam1,cam23,2);
yield WaitForSeconds(1);
aniCam(cam1,cam24,2);
yield WaitForSeconds(1);
aniCam(cam1,cam25,2);
yield WaitForSeconds(1);
aniCam(cam1,cam26,2);
yield WaitForSeconds(1);
aniCam(cam1,cam27,2);
yield WaitForSeconds(1);
aniCam(cam1,cam28,2);
yield WaitForSeconds(1);
aniCam(cam1,cam29,2);
yield WaitForSeconds(1);
aniCam(cam1,cam30,2);
}
// La camera regarde en bas car on a ajoute une rotation sur Ox et Oz "rotation":Quaternion...eulerAngles.x + 90,..ulerAngles.x + 90,
function aniCam(arg1:GameObject,arg2:GameObject,arg3:Number){
Ani.Mate.To(arg1.transform,arg3,{"position": new Vector3(arg2.transform.position.x,arg2.transform.position.y,arg2.transform.position.z)});
Ani.Mate.To(arg1.transform,arg3,{"rotation":Quaternion.Euler(arg2.transform.eulerAngles.x+90,arg2.transform.eulerAngles.y,arg2.transform.eulerAngles.z+90),"drive":Ani.Drive.Slerp});
}
switchCam();