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using System;
using UnityEngine;
#if UNITY_EDITOR
#endif
namespace UnityStandardAssets.Cameras
{
[ExecuteInEditMode]
public class AutoCam : PivotBasedCameraRig
{
[SerializeField] private float m_MoveSpeed = 3; // How fast the rig will move to keep up with target's position
[SerializeField] private float m_TurnSpeed = 1; // How fast the rig will turn to keep up with target's rotation
[SerializeField] private float m_RollSpeed = 0.2f;// How fast the rig will roll (around Z axis) to match target's roll.
[SerializeField] private bool m_FollowVelocity = false;// Whether the rig will rotate in the direction of the target's velocity.
[SerializeField] private bool m_FollowTilt = true; // Whether the rig will tilt (around X axis) with the target.
[SerializeField] private float m_SpinTurnLimit = 90;// The threshold beyond which the camera stops following the target's rotation. (used in situations where a car spins out, for example)
[SerializeField] private float m_TargetVelocityLowerLimit = 4f;// the minimum velocity above which the camera turns towards the object's velocity. Below this we use the object's forward direction.
[SerializeField] private float m_SmoothTurnTime = 0.2f; // the smoothing for the camera's rotation
private float m_LastFlatAngle; // The relative angle of the target and the rig from the previous frame.
private float m_CurrentTurnAmount; // How much to turn the camera
private float m_TurnSpeedVelocityChange; // The change in the turn speed velocity
private Vector3 m_RollUp = Vector3.up;// The roll of the camera around the z axis ( generally this will always just be up )
protected override void FollowTarget(float deltaTime)
{
// if no target, or no time passed then we quit early, as there is nothing to do
if (!(deltaTime > 0) || m_Target == null)
{
return;
}
// initialise some vars, we'll be modifying these in a moment
var targetForward = m_Target.forward;
var targetUp = m_Target.up;
if (m_FollowVelocity && Application.isPlaying)
{
// in follow velocity mode, the camera's rotation is aligned towards the object's velocity direction
// but only if the object is traveling faster than a given threshold.
if (targetRigidbody.velocity.magnitude > m_TargetVelocityLowerLimit)
{
// velocity is high enough, so we'll use the target's velocty
targetForward = targetRigidbody.velocity.normalized;
targetUp = Vector3.up;
}
else
{
targetUp = Vector3.up;
}
m_CurrentTurnAmount = Mathf.SmoothDamp(m_CurrentTurnAmount, 1, ref m_TurnSpeedVelocityChange, m_SmoothTurnTime);
}
else
{
// we're in 'follow rotation' mode, where the camera rig's rotation follows the object's rotation.
// This section allows the camera to stop following the target's rotation when the target is spinning too fast.
// eg when a car has been knocked into a spin. The camera will resume following the rotation
// of the target when the target's angular velocity slows below the threshold.
var currentFlatAngle = Mathf.Atan2(targetForward.x, targetForward.z)*Mathf.Rad2Deg;
if (m_SpinTurnLimit > 0)
{
var targetSpinSpeed = Mathf.Abs(Mathf.DeltaAngle(m_LastFlatAngle, currentFlatAngle))/deltaTime;
var desiredTurnAmount = Mathf.InverseLerp(m_SpinTurnLimit, m_SpinTurnLimit*0.75f, targetSpinSpeed);
var turnReactSpeed = (m_CurrentTurnAmount > desiredTurnAmount ? .1f : 1f);
if (Application.isPlaying)
{
m_CurrentTurnAmount = Mathf.SmoothDamp(m_CurrentTurnAmount, desiredTurnAmount,
ref m_TurnSpeedVelocityChange, turnReactSpeed);
}
else
{
// for editor mode, smoothdamp won't work because it uses deltaTime internally
m_CurrentTurnAmount = desiredTurnAmount;
}
}
else
{
m_CurrentTurnAmount = 1;
}
m_LastFlatAngle = currentFlatAngle;
}
// camera position moves towards target position:
transform.position = Vector3.Lerp(transform.position, m_Target.position, deltaTime*m_MoveSpeed);
// camera's rotation is split into two parts, which can have independend speed settings:
// rotating towards the target's forward direction (which encompasses its 'yaw' and 'pitch')
if (!m_FollowTilt)
{
targetForward.y = 0;
if (targetForward.sqrMagnitude < float.Epsilon)
{
targetForward = transform.forward;
}
}
var rollRotation = Quaternion.LookRotation(targetForward, m_RollUp);
// and aligning with the target object's up direction (i.e. its 'roll')
m_RollUp = m_RollSpeed > 0 ? Vector3.Slerp(m_RollUp, targetUp, m_RollSpeed*deltaTime) : Vector3.up;
transform.rotation = Quaternion.Lerp(transform.rotation, rollRotation, m_TurnSpeed*m_CurrentTurnAmount*deltaTime);
}
}
}