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using UnityEngine;
namespace Pathfinding.Examples {
/// <summary>
/// Smooth Camera Following.
/// \author http://wiki.unity3d.com/index.php/SmoothFollow2
/// </summary>
[HelpURL("https://arongranberg.com/astar/documentation/stable/smoothcamerafollow.html")]
public class SmoothCameraFollow : VersionedMonoBehaviour {
public Transform target;
public float distance = 3.0f;
public float height = 3.0f;
public float damping = 5.0f;
public bool enableRotation = true;
public bool smoothRotation = true;
public float rotationDamping = 10.0f;
public bool staticOffset = false;
void LateUpdate () {
Vector3 wantedPosition;
if (staticOffset) {
wantedPosition = target.position + new Vector3(0, height, distance);
} else {
wantedPosition = target.TransformPoint(0, height, -distance);
}
transform.position = Vector3.Lerp(transform.position, wantedPosition, Time.deltaTime * damping);
if (enableRotation) {
if (smoothRotation) {
Quaternion wantedRotation = Quaternion.LookRotation(target.position - transform.position, target.up);
transform.rotation = Quaternion.Slerp(transform.rotation, wantedRotation, Time.deltaTime * rotationDamping);
} else transform.LookAt(target, target.up);
}
}
}
}
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