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using UnityEngine;

public class FPSCarCam : MonoBehaviour
{
	public Rigidbody rig;

	public float movementAmount = 1f;

	public float returnAmount = 1f;

	public float friction = 0.9f;

	private Vector3 cameraVelocity;

	private Vector3 lastRigVelocity;

	private Vector3 startPos;

	private WobbleShake shake;

	private void Start()
	{
		startPos = base.transform.localPosition;
		shake = base.transform.root.GetComponentInChildren<WobbleShake>();
	}

	private void Update()
	{
		Vector3 vector = rig.velocity - lastRigVelocity;
		cameraVelocity -= vector;
		cameraVelocity -= cameraVelocity * Time.deltaTime * friction;
		Vector3 vector2 = base.transform.parent.TransformPoint(startPos) - base.transform.position;
		cameraVelocity += vector2.normalized * Mathf.Pow(vector2.magnitude, 2f) * Time.deltaTime * returnAmount;
		base.transform.position += cameraVelocity * Time.deltaTime * movementAmount;
		base.transform.rotation = Quaternion.Lerp(base.transform.rotation, rig.rotation, 10f * Time.deltaTime);
		lastRigVelocity = rig.velocity;
	}

	private void FixedUpdate()
	{
	}
}