using UnityEngine; namespace Gley.UrbanSystem.Internal { /// /// Script for presentation purpose only /// Follows the player car. /// Credits goes to the following github user: /// https://gist.github.com/Hamcha/6096905 /// public class CameraFollow : MonoBehaviour { public bool shouldRotate = true; // The target we are following public Transform target; // The distance in the x-z plane to the target public float distance = 10.0f; // the height we want the camera to be above the target public float height = 5.0f; // How much we public float heightDamping = 2.0f; public float rotationDamping = 3.0f; float wantedRotationAngle; float wantedHeight; float currentRotationAngle; float currentHeight; Quaternion currentRotation; void FixedUpdate() { if (target) { // Calculate the current rotation angles wantedRotationAngle = target.eulerAngles.y; wantedHeight = target.position.y + height; currentRotationAngle = transform.eulerAngles.y; 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 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 if (shouldRotate) transform.LookAt(target); } } } }