- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
-
- public class CustomSmoothFollow : MonoBehaviour
- {
- public Transform target;
- public float distance = -200.0f;
- public float height = 200.0f;
- public float altDistance = -100.0f;
- public float altHeight = 250.0f;
- public Vector3 damping;
- public string layerToMask = "CameraObstruct";
- private int layerMask;
- [Range (0,360)]
- public float offsetAngle = 90;
-
- // Use this for initialization
- void Start()
- {
- layerMask = LayerMask.NameToLayer(layerToMask);
- }
-
- // Update is called once per frame
- void LateUpdate()
- {
- // Early out if we don't have a target
- if (!target)
- return;
-
- // Calculate the current and wanted height / XZ pos
- float wantedHeight = target.position.y + height;
- float wantedDistance = target.position.z + distance;
- float wantedSide = target.position.x;
-
- bool isBlocked = false;
- Vector3 wantedPos = new Vector3(wantedSide, wantedHeight, wantedDistance);
-
- wantedPos = RotatePointAroundPivot(wantedPos, target.transform.position, offsetAngle);
-
-
- RaycastHit hitInfo;
- if (Physics.Raycast(wantedPos, target.position-wantedPos, out hitInfo, (target.position-wantedPos).magnitude * 2f))
- {
- if (hitInfo.collider.gameObject.layer == layerMask)
- isBlocked = true;
- }
-
- if (isBlocked)
- {
- wantedHeight = target.position.y + altHeight;
- wantedDistance = target.position.z + altDistance;
- }
-
- float currentHeight = transform.position.y;
- float currentDistance = transform.position.z;
- float currentSide = transform.position.x;
-
-
-
- // Damp the height
- currentHeight = Mathf.Lerp(currentHeight, wantedPos.y, damping.y * Time.deltaTime);
- currentDistance = Mathf.Lerp(currentDistance, wantedPos.z, damping.z * Time.deltaTime);
- currentSide = Mathf.Lerp(currentSide, wantedPos.x, damping.x * Time.deltaTime);
-
- // Set the position of the camera on the x-z plane to:
- // distance meters behind the target
- transform.position = target.position;
-
-
-
- // Set the height of the camera
- transform.position = new Vector3(currentSide, currentHeight, currentDistance);
-
-
- // Always look at the target
- Vector3 lookTarget = target.position;
- lookTarget.z = transform.position.z;
- transform.LookAt(lookTarget);
-
-
-
-
- }
-
- private Vector3 RotatePointAroundPivot(Vector3 point,Vector3 pivot,float angles ) {
- Vector3 dir = point - pivot; // get point direction relative to pivot
- dir = Quaternion.Euler(angles * Vector3.up) * dir; // rotate it
- point = dir + pivot; // calculate rotated point
- return point; // return it
- }
- }
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