ооооо
This commit is contained in:
62
Assets/Standard Assets/Utility/SmoothFollow.cs
Normal file
62
Assets/Standard Assets/Utility/SmoothFollow.cs
Normal file
@ -0,0 +1,62 @@
|
||||
using UnityEngine;
|
||||
|
||||
#pragma warning disable 649
|
||||
namespace UnityStandardAssets.Utility
|
||||
{
|
||||
public class SmoothFollow : MonoBehaviour
|
||||
{
|
||||
|
||||
// The target we are following
|
||||
[SerializeField]
|
||||
private Transform target;
|
||||
// The distance in the x-z plane to the target
|
||||
[SerializeField]
|
||||
private float distance = 10.0f;
|
||||
// the height we want the camera to be above the target
|
||||
[SerializeField]
|
||||
private float height = 5.0f;
|
||||
|
||||
[SerializeField]
|
||||
private float rotationDamping;
|
||||
[SerializeField]
|
||||
private float heightDamping;
|
||||
|
||||
// Use this for initialization
|
||||
void Start() { }
|
||||
|
||||
// Update is called once per frame
|
||||
void LateUpdate()
|
||||
{
|
||||
// Early out if we don't have a target
|
||||
if (!target)
|
||||
return;
|
||||
|
||||
// Calculate the current rotation angles
|
||||
var wantedRotationAngle = target.eulerAngles.y;
|
||||
var wantedHeight = target.position.y + height;
|
||||
|
||||
var currentRotationAngle = transform.eulerAngles.y;
|
||||
var currentHeight = transform.position.y;
|
||||
|
||||
// Damp the rotation around the y-axis
|
||||
currentRotationAngle = Mathf.LerpAngle(currentRotationAngle, wantedRotationAngle, rotationDamping * Time.deltaTime);
|
||||
|
||||
// Damp the height
|
||||
currentHeight = Mathf.Lerp(currentHeight, wantedHeight, heightDamping * Time.deltaTime);
|
||||
|
||||
// Convert the angle into a rotation
|
||||
var currentRotation = Quaternion.Euler(0, currentRotationAngle, 0);
|
||||
|
||||
// Set the position of the camera on the x-z plane to:
|
||||
// distance meters behind the target
|
||||
transform.position = target.position;
|
||||
transform.position -= currentRotation * Vector3.forward * distance;
|
||||
|
||||
// Set the height of the camera
|
||||
transform.position = new Vector3(transform.position.x ,currentHeight , transform.position.z);
|
||||
|
||||
// Always look at the target
|
||||
transform.LookAt(target);
|
||||
}
|
||||
}
|
||||
}
|
Reference in New Issue
Block a user