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53 lines
1.8 KiB
53 lines
1.8 KiB
using UnityEngine;
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using System.Collections;
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public class SmoothFollow : MonoBehaviour {
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// Followed transform, looked at by the camera
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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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// Desired height from target
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public float height = 5.0f;
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// Multiplies the time during interpolation
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public float heightTrackingSpeed = 2f;
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public float rotationTrackingSpeed = 3f;
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public float positionTrackingSpeed = 2f;
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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 LateUpdate() {
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// Early out if we don't have a target
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if (!target)
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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 = 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 = Mathf.LerpAngle(currentRotationAngle, wantedRotationAngle, rotationTrackingSpeed * Time.deltaTime);
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// Damp the height
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currentHeight = Mathf.Lerp(currentHeight, wantedHeight, heightTrackingSpeed * 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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var goalPosition = target.position;
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goalPosition -= currentRotation * Vector3.forward * distance;
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transform.position = Vector3.Lerp(transform.position, goalPosition, positionTrackingSpeed * Time.deltaTime);
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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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