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53
Assets/Standard Assets/2D/Scripts/Camera2DFollow.cs
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53
Assets/Standard Assets/2D/Scripts/Camera2DFollow.cs
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using System;
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using UnityEngine;
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namespace UnityStandardAssets._2D
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{
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public class Camera2DFollow : MonoBehaviour
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{
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public Transform target;
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public float damping = 1;
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public float lookAheadFactor = 3;
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public float lookAheadReturnSpeed = 0.5f;
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public float lookAheadMoveThreshold = 0.1f;
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private float m_OffsetZ;
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private Vector3 m_LastTargetPosition;
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private Vector3 m_CurrentVelocity;
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private Vector3 m_LookAheadPos;
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// Use this for initialization
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private void Start()
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{
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m_LastTargetPosition = target.position;
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m_OffsetZ = (transform.position - target.position).z;
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transform.parent = null;
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}
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// Update is called once per frame
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private void Update()
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{
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// only update lookahead pos if accelerating or changed direction
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float xMoveDelta = (target.position - m_LastTargetPosition).x;
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bool updateLookAheadTarget = Mathf.Abs(xMoveDelta) > lookAheadMoveThreshold;
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if (updateLookAheadTarget)
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{
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m_LookAheadPos = lookAheadFactor*Vector3.right*Mathf.Sign(xMoveDelta);
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}
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else
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{
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m_LookAheadPos = Vector3.MoveTowards(m_LookAheadPos, Vector3.zero, Time.deltaTime*lookAheadReturnSpeed);
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}
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Vector3 aheadTargetPos = target.position + m_LookAheadPos + Vector3.forward*m_OffsetZ;
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Vector3 newPos = Vector3.SmoothDamp(transform.position, aheadTargetPos, ref m_CurrentVelocity, damping);
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transform.position = newPos;
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m_LastTargetPosition = target.position;
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}
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}
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}
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