implementation of drecon in unity 2022 lts
forked from:
https://github.com/joanllobera/marathon-envs
You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
62 lines
2.0 KiB
62 lines
2.0 KiB
// Smooth Follow from Standard Assets
|
|
// If you have C# code and you want to edit SmoothFollow's vars ingame, use this instead.
|
|
|
|
using UnityEngine;
|
|
|
|
public class SmoothFollow : MonoBehaviour
|
|
{
|
|
// 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;
|
|
|
|
public bool clampToFloor;
|
|
|
|
// How much we
|
|
public float heightDamping = 2.0f;
|
|
public float rotationDamping = 3.0f;
|
|
|
|
// Place the script in the Camera-Control group in the component menu
|
|
[AddComponentMenu("Camera-Control/Smooth Follow")]
|
|
void Start()
|
|
{
|
|
}
|
|
|
|
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 = clampToFloor ? height : 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
|
|
var 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);
|
|
}
|
|
}
|