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61 lines
1.7 KiB
61 lines
1.7 KiB
3 years ago
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using UnityEngine;
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namespace UnityStandardAssets.Utility
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{
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public class SmoothFollow : MonoBehaviour
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{
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// The target we are following
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[SerializeField]
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private Transform target;
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// The distance in the x-z plane to the target
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[SerializeField]
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private float distance = 10.0f;
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// the height we want the camera to be above the target
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[SerializeField]
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private float height = 5.0f;
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[SerializeField]
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private float rotationDamping;
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[SerializeField]
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private float heightDamping;
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// Use this for initialization
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void Start() { }
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// Update is called once per frame
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void LateUpdate()
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{
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// Early out if we don't have a target
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if (!target)
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return;
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// Calculate the current rotation angles
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var wantedRotationAngle = target.eulerAngles.y;
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var wantedHeight = target.position.y + height;
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var currentRotationAngle = transform.eulerAngles.y;
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var currentHeight = transform.position.y;
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// Damp the rotation around the y-axis
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currentRotationAngle = Mathf.LerpAngle(currentRotationAngle, wantedRotationAngle, rotationDamping * Time.deltaTime);
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// Damp the height
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currentHeight = Mathf.Lerp(currentHeight, wantedHeight, heightDamping * Time.deltaTime);
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// Convert the angle into a rotation
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var currentRotation = Quaternion.Euler(0, currentRotationAngle, 0);
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// Set the position of the camera on the x-z plane to:
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// distance meters behind the target
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transform.position = target.position;
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transform.position -= currentRotation * Vector3.forward * distance;
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// Set the height of the camera
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transform.position = new Vector3(transform.position.x ,currentHeight , transform.position.z);
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// Always look at the target
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transform.LookAt(target);
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}
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}
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}
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