64 lines
1.8 KiB
C#
64 lines
1.8 KiB
C#
using UnityEngine;
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// modified camera follow from unity sample assets
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namespace UnitySampleAssetsModified
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{
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public class Camera2DFollow : MonoBehaviour
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{
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public Transform target;
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public float damping = 1;
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public float lookAheadFactor = 3;
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public float lookAheadReturnSpeed = 0.5f;
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public float lookAheadMoveThreshold = 0.1f;
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private Vector3 offsetY;
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private float offsetZ;
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private Vector3 lastTargetPosition;
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private Vector3 currentVelocity;
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private Vector3 lookAheadPos;
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// Use this for initialization
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private void Awake()
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{
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lastTargetPosition = target.position;
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// offset view height
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offsetY = (transform.position - target.position);
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offsetY.x=0;
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offsetY.z=0;
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offsetZ = (transform.position - target.position).z;
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transform.parent = null;
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}
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// Update is called once per frame
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private void Update()
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{
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// only update lookahead pos if accelerating or changed direction
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float xMoveDelta = (target.position - lastTargetPosition).x;
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bool updateLookAheadTarget = Mathf.Abs(xMoveDelta) > lookAheadMoveThreshold;
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if (updateLookAheadTarget)
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{
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lookAheadPos = lookAheadFactor*Vector3.right*Mathf.Sign(xMoveDelta);
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}
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else
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{
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lookAheadPos = Vector3.MoveTowards(lookAheadPos, Vector3.zero, Time.deltaTime*lookAheadReturnSpeed);
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}
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Vector3 aheadTargetPos = target.position + lookAheadPos + Vector3.forward*offsetZ+offsetY;
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Vector3 newPos = Vector3.SmoothDamp(transform.position, aheadTargetPos, ref currentVelocity, damping);
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transform.position = newPos;
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lastTargetPosition = target.position;
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}
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}
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} |