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using UnityEngine; | |||
namespace UnityStandardAssets.Utility | |||
{ | |||
public class SmoothFollow : MonoBehaviour | |||
{ | |||
// The target we are following | |||
[SerializeField] | |||
private Transform target; | |||
// The distance in the x-z plane to the target | |||
[SerializeField] | |||
private float distance = 10.0f; | |||
// the height we want the camera to be above the target | |||
[SerializeField] | |||
private float height = 5.0f; | |||
[SerializeField] | |||
private float rotationDamping; | |||
[SerializeField] | |||
private float heightDamping; | |||
// Use this for initialization | |||
void Start() { } | |||
// Update is called once per frame | |||
void LateUpdate() | |||
{ | |||
// Early out if we don't have a target | |||
if (!target) | |||
return; | |||
// Calculate the current rotation angles | |||
var wantedRotationAngle = target.eulerAngles.y; | |||
var wantedHeight = target.position.y + height; | |||
var currentRotationAngle = transform.eulerAngles.y; | |||
var currentHeight = transform.position.y; | |||
// Damp the rotation around the y-axis | |||
currentRotationAngle = Mathf.LerpAngle(currentRotationAngle, wantedRotationAngle, rotationDamping * Time.deltaTime); | |||
// Damp the height | |||
currentHeight = Mathf.Lerp(currentHeight, wantedHeight, heightDamping * Time.deltaTime); | |||
// Convert the angle into a rotation | |||
var currentRotation = Quaternion.Euler(0, currentRotationAngle, 0); | |||
// Set the position of the camera on the x-z plane to: | |||
// distance meters behind the target | |||
transform.position = target.position; | |||
transform.position -= currentRotation * Vector3.forward * distance; | |||
// Set the height of the camera | |||
transform.position = new Vector3(transform.position.x ,currentHeight , transform.position.z); | |||
// Always look at the target | |||
transform.LookAt(target); | |||
} | |||
} | |||
} |
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