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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
}
}