using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class CustomSmoothFollow : MonoBehaviour
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{
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public Transform target;
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public float distance = -200.0f;
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public float height = 200.0f;
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public float altDistance = -100.0f;
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public float altHeight = 250.0f;
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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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{
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layerMask = LayerMask.NameToLayer(layerToMask);
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}
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// Update is called once per frame
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void LateUpdate()
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{
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// Early out if we don't have a target
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if (!target)
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return;
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// Calculate the current and wanted height / XZ pos
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float wantedHeight = target.position.y + height;
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float wantedDistance = target.position.z + distance;
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float wantedSide = target.position.x;
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bool isBlocked = false;
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Vector3 wantedPos = new Vector3(wantedSide, wantedHeight, wantedDistance);
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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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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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}
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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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// 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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transform.LookAt(lookTarget);
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transform.RotateAround(target.transform.position, Vector3.up,offsetAngle);
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}
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}
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