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using UnityEngine;
using System.Collections;
public class SmoothFollow : MonoBehaviour {
// Followed transform, looked at by the camera
public Transform target;
// The distance in the x-z plane to the target
public float distance = 10.0f;
// Desired height from target
public float height = 5.0f;
// Multiplies the time during interpolation
public float heightTrackingSpeed = 2f;
public float rotationTrackingSpeed = 3f;
public float positionTrackingSpeed = 2f;
// Place the script in the Camera-Control group in the component menu
[AddComponentMenu("Camera-Control/Smooth Follow")]
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, rotationTrackingSpeed * Time.deltaTime);
// Damp the height
currentHeight = Mathf.Lerp(currentHeight, wantedHeight, heightTrackingSpeed * 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
var goalPosition = target.position;
goalPosition -= currentRotation * Vector3.forward * distance;
transform.position = Vector3.Lerp(transform.position, goalPosition, positionTrackingSpeed * Time.deltaTime);
// 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);
}
}