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61 lines
1.7 KiB
61 lines
1.7 KiB
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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} |