ATC522-011\IGDA 8 years ago
parent
commit
6fa0744cfc
9 changed files with 72 additions and 169 deletions
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      IronToad_UnityProject/Assets/Art/Models/lightHouse_LOW.obj.meta
  2. +0
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      IronToad_UnityProject/Assets/Art/Models/pier.obj.meta
  3. +26
    -4
      IronToad_UnityProject/Assets/Scripts/CustomSmoothFollow.cs
  4. +1
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      IronToad_UnityProject/Assets/Scripts/DontRotate.cs
  5. +9
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      IronToad_UnityProject/Assets/Sound.meta
  6. +9
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      IronToad_UnityProject/Assets/Sound/Music.meta
  7. +9
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      IronToad_UnityProject/Assets/Sound/SFX.meta
  8. +9
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      IronToad_UnityProject/Assets/Textures.meta
  9. +9
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      IronToad_UnityProject/Assets/_Scenes/GreyBox_Prototype.meta

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IronToad_UnityProject/Assets/Art/Models/lightHouse_LOW.obj.meta View File

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IronToad_UnityProject/Assets/Art/Models/pier.obj.meta View File

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- 4
IronToad_UnityProject/Assets/Scripts/CustomSmoothFollow.cs View File

@ -12,6 +12,8 @@ public class CustomSmoothFollow : MonoBehaviour
public Vector3 damping;
public string layerToMask = "CameraObstruct";
private int layerMask;
[Range (0,360)]
public float offsetAngle = 90;
// Use this for initialization
void Start()
@ -33,6 +35,10 @@ public class CustomSmoothFollow : MonoBehaviour
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))
{
@ -50,21 +56,37 @@ public class CustomSmoothFollow : MonoBehaviour
float currentDistance = transform.position.z;
float currentSide = transform.position.x;
// Damp the height
currentHeight = Mathf.Lerp(currentHeight, wantedHeight, damping.y * Time.deltaTime);
currentDistance = Mathf.Lerp(currentDistance, wantedDistance, damping.z * Time.deltaTime);
currentSide = Mathf.Lerp(currentSide, wantedSide, damping.x * Time.deltaTime);
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.x = transform.position.x;
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
}
}

+ 1
- 1
IronToad_UnityProject/Assets/Scripts/DontRotate.cs View File

@ -4,7 +4,7 @@ using UnityEngine;
public class DontRotate : MonoBehaviour {
private Quaternion originalRot;
public Quaternion originalRot;
public float maxAngle;

+ 9
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IronToad_UnityProject/Assets/Sound.meta View File

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IronToad_UnityProject/Assets/Sound/Music.meta View File

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IronToad_UnityProject/Assets/Sound/SFX.meta View File

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IronToad_UnityProject/Assets/Textures.meta View File

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IronToad_UnityProject/Assets/_Scenes/GreyBox_Prototype.meta View File

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