Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- using System;
- using UnityEngine;
- namespace UnityStandardAssets.Utility
- {
- public class FollowTarget : MonoBehaviour
- {
- /*
- This camera smoothes out rotation around the y-axis and height.
- Horizontal Distance to the target is always fixed.
- There are many different ways to smooth the rotation but doing it this way gives you a lot of control over how the camera behaves.
- For every of those smoothed values we calculate the wanted value and the current value.
- Then we smooth it using the Lerp function.
- Then we apply the smoothed values to the transform's position.
- */
- // 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;
- void LateUpdate (){
- // Early out if we don't have a target
- if (!target)
- return;
- // Calculate the current rotation angles
- float wantedRotationAngle = target.eulerAngles.y;
- float wantedHeight = target.position.y + height;
- float currentRotationAngle = transform.eulerAngles.y;
- float 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
- Quaternion 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);
- }
- }
- }
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement