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@ -12,6 +12,8 @@ public class CustomSmoothFollow : MonoBehaviour |
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public Vector3 damping; |
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public string layerToMask = "CameraObstruct"; |
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private int layerMask; |
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[Range (0,360)] |
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public float offsetAngle = 90; |
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// Use this for initialization
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void Start() |
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@ -33,38 +35,59 @@ public class CustomSmoothFollow : MonoBehaviour |
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bool isBlocked = false; |
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Vector3 wantedPos = new Vector3(wantedSide, wantedHeight, wantedDistance); |
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wantedPos = RotatePointAroundPivot(wantedPos, target.transform.position, offsetAngle); |
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RaycastHit hitInfo; |
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if (Physics.Raycast(wantedPos, target.position-wantedPos, out hitInfo, (target.position-wantedPos).magnitude * 2f)) |
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{ |
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Debug.LogWarning (hitInfo.collider.name + " -- " + hitInfo.collider.gameObject.layer + " -- " + layerMask); |
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if (hitInfo.collider.gameObject.layer == layerMask) |
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isBlocked = true; |
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} |
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if (isBlocked) |
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{ |
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wantedHeight = target.position.y + altHeight; |
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wantedDistance = target.position.z + altDistance; |
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wantedPos.y = target.position.y + altHeight; |
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wantedPos.z = target.position.z + altDistance; |
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} |
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float currentHeight = transform.position.y; |
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float currentDistance = transform.position.z; |
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float currentSide = transform.position.x; |
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// Damp the height
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currentHeight = Mathf.Lerp(currentHeight, wantedHeight, damping.y * Time.deltaTime); |
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currentDistance = Mathf.Lerp(currentDistance, wantedDistance, damping.z * Time.deltaTime); |
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currentSide = Mathf.Lerp(currentSide, wantedSide, damping.x * Time.deltaTime); |
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currentHeight = Mathf.Lerp(currentHeight, wantedPos.y, damping.y * Time.deltaTime); |
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currentDistance = Mathf.Lerp(currentDistance, wantedPos.z, damping.z * Time.deltaTime); |
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currentSide = Mathf.Lerp(currentSide, wantedPos.x, damping.x * Time.deltaTime); |
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// Set the position of the camera on the x-z plane to:
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// distance meters behind the target
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transform.position = target.position; |
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// Set the height of the camera
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transform.position = new Vector3(currentSide, currentHeight, currentDistance); |
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// Always look at the target
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Vector3 lookTarget = target.position; |
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lookTarget.x = transform.position.x; |
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lookTarget.z = transform.position.z; |
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transform.LookAt(lookTarget); |
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} |
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private Vector3 RotatePointAroundPivot(Vector3 point,Vector3 pivot,float angles ) { |
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Vector3 dir = point - pivot; // get point direction relative to pivot
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dir = Quaternion.Euler(angles * Vector3.up) * dir; // rotate it
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point = dir + pivot; // calculate rotated point
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return point; // return it
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} |
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} |