Files
2024-11-19 11:48:21 +01:00

56 lines
2.3 KiB
C#

using UnityEngine;
namespace Gley.UrbanSystem.Internal
{
/// <summary>
/// Script for presentation purpose only
/// Follows the player car.
/// Credits goes to the following github user:
/// https://gist.github.com/Hamcha/6096905
/// </summary>
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);
}
}
}
}