forked from kaka3286/RoadRunner
56 lines
2.3 KiB
C#
56 lines
2.3 KiB
C#
using UnityEngine;
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namespace Gley.UrbanSystem.Internal
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{
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/// <summary>
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/// Script for presentation purpose only
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/// Follows the player car.
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/// Credits goes to the following github user:
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/// https://gist.github.com/Hamcha/6096905
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/// </summary>
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public class CameraFollow : MonoBehaviour
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{
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public bool shouldRotate = true;
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// The target we are following
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public Transform target;
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// The distance in the x-z plane to the target
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public float distance = 10.0f;
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// the height we want the camera to be above the target
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public float height = 5.0f;
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// How much we
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public float heightDamping = 2.0f;
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public float rotationDamping = 3.0f;
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float wantedRotationAngle;
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float wantedHeight;
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float currentRotationAngle;
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float currentHeight;
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Quaternion currentRotation;
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void FixedUpdate()
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{
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if (target)
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{
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// Calculate the current rotation angles
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wantedRotationAngle = target.eulerAngles.y;
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wantedHeight = target.position.y + height;
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currentRotationAngle = transform.eulerAngles.y;
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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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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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if (shouldRotate)
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transform.LookAt(target);
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}
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}
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}
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} |