implementation of drecon in unity 2022 lts
forked from:
https://github.com/joanllobera/marathon-envs
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62 lines
2.0 KiB
62 lines
2.0 KiB
9 months ago
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// Smooth Follow from Standard Assets
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// If you have C# code and you want to edit SmoothFollow's vars ingame, use this instead.
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using UnityEngine;
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public class SmoothFollow : MonoBehaviour
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{
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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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public bool clampToFloor;
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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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// Place the script in the Camera-Control group in the component menu
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[AddComponentMenu("Camera-Control/Smooth Follow")]
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void Start()
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{
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}
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void LateUpdate()
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{
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// Early out if we don't have a target
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if (!target) return;
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// Calculate the current rotation angles
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float wantedRotationAngle = target.eulerAngles.y;
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float wantedHeight = clampToFloor ? height : target.position.y + height;
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float currentRotationAngle = transform.eulerAngles.y;
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float currentHeight = transform.position.y;
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// Damp the rotation around the y-axis
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currentRotationAngle =
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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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var 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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transform.LookAt(target);
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}
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}
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