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-
-
- var cameraTransform : Transform;
- private var _target : Transform;
-
- // The distance in the x-z plane to the target
-
- var distance = 7.0;
-
- // the height we want the camera to be above the target
- var height = 3.0;
-
- var angularSmoothLag = 0.3;
- var angularMaxSpeed = 15.0;
-
- var heightSmoothLag = 0.3;
-
- var snapSmoothLag = 0.2;
- var snapMaxSpeed = 720.0;
-
- var clampHeadPositionScreenSpace = 0.75;
-
- var lockCameraTimeout = 0.2;
-
- private var headOffset = Vector3.zero;
- private var centerOffset = Vector3.zero;
-
- private var heightVelocity = 0.0;
- private var angleVelocity = 0.0;
- private var snap = false;
- private var controller : ThirdPersonController;
- private var targetHeight = 100000.0;
-
- function Awake ()
- {
- if(!cameraTransform && Camera.main)
- cameraTransform = Camera.main.transform;
- if(!cameraTransform) {
- Debug.Log("Please assign a camera to the ThirdPersonCamera script.");
- enabled = false;
- }
-
-
- _target = transform;
- if (_target)
- {
- controller = _target.GetComponent(ThirdPersonController);
- }
-
- if (controller)
- {
- var characterController : CharacterController = _target.GetComponent.<Collider>();
- centerOffset = characterController.bounds.center - _target.position;
- headOffset = centerOffset;
- headOffset.y = characterController.bounds.max.y - _target.position.y;
- }
- else
- Debug.Log("Please assign a target to the camera that has a ThirdPersonController script attached.");
-
-
- Cut(_target, centerOffset);
- }
-
- function DebugDrawStuff ()
- {
- Debug.DrawLine(_target.position, _target.position + headOffset);
-
- }
-
- function AngleDistance (a : float, b : float)
- {
- a = Mathf.Repeat(a, 360);
- b = Mathf.Repeat(b, 360);
-
- return Mathf.Abs(b - a);
- }
-
- function Apply (dummyTarget : Transform, dummyCenter : Vector3)
- {
- // Early out if we don't have a target
- if (!controller)
- return;
-
- var targetCenter = _target.position + centerOffset;
- var targetHead = _target.position + headOffset;
-
- // DebugDrawStuff();
-
- // Calculate the current & target rotation angles
- var originalTargetAngle = _target.eulerAngles.y;
- var currentAngle = cameraTransform.eulerAngles.y;
-
- // Adjust real target angle when camera is locked
- var targetAngle = originalTargetAngle;
-
- // When pressing Fire2 (alt) the camera will snap to the target direction real quick.
- // It will stop snapping when it reaches the target
- if (Input.GetButton("Fire2"))
- snap = true;
-
- if (snap)
- {
- // We are close to the target, so we can stop snapping now!
- if (AngleDistance (currentAngle, originalTargetAngle) < 3.0)
- snap = false;
-
- currentAngle = Mathf.SmoothDampAngle(currentAngle, targetAngle, angleVelocity, snapSmoothLag, snapMaxSpeed);
- }
- // Normal camera motion
- else
- {
- if (controller.GetLockCameraTimer () < lockCameraTimeout)
- {
- targetAngle = currentAngle;
- }
-
- // Lock the camera when moving backwards!
- // * It is really confusing to do 180 degree spins when turning around.
- if (AngleDistance (currentAngle, targetAngle) > 160 && controller.IsMovingBackwards ())
- targetAngle += 180;
-
- currentAngle = Mathf.SmoothDampAngle(currentAngle, targetAngle, angleVelocity, angularSmoothLag, angularMaxSpeed);
- }
-
-
- // When jumping don't move camera upwards but only down!
- if (controller.IsJumping ())
- {
- // We'd be moving the camera upwards, do that only if it's really high
- var newTargetHeight = targetCenter.y + height;
- if (newTargetHeight < targetHeight || newTargetHeight - targetHeight > 5)
- targetHeight = targetCenter.y + height;
- }
- // When walking always update the target height
- else
- {
- targetHeight = targetCenter.y + height;
- }
-
- // Damp the height
- var currentHeight = cameraTransform.position.y;
- currentHeight = Mathf.SmoothDamp (currentHeight, targetHeight, heightVelocity, heightSmoothLag);
-
- // Convert the angle into a rotation, by which we then reposition the camera
- var currentRotation = Quaternion.Euler (0, currentAngle, 0);
-
- // Set the position of the camera on the x-z plane to:
- // distance meters behind the target
- cameraTransform.position = targetCenter;
- cameraTransform.position += currentRotation * Vector3.back * distance;
-
- // Set the height of the camera
- cameraTransform.position.y = currentHeight;
-
- // Always look at the target
- SetUpRotation(targetCenter, targetHead);
- }
-
- function LateUpdate () {
- Apply (transform, Vector3.zero);
- }
-
- function Cut (dummyTarget : Transform, dummyCenter : Vector3)
- {
- var oldHeightSmooth = heightSmoothLag;
- var oldSnapMaxSpeed = snapMaxSpeed;
- var oldSnapSmooth = snapSmoothLag;
-
- snapMaxSpeed = 10000;
- snapSmoothLag = 0.001;
- heightSmoothLag = 0.001;
-
- snap = true;
- Apply (transform, Vector3.zero);
-
- heightSmoothLag = oldHeightSmooth;
- snapMaxSpeed = oldSnapMaxSpeed;
- snapSmoothLag = oldSnapSmooth;
- }
-
- function SetUpRotation (centerPos : Vector3, headPos : Vector3)
- {
- // Now it's getting hairy. The devil is in the details here, the big issue is jumping of course.
- // * When jumping up and down we don't want to center the guy in screen space.
- // This is important to give a feel for how high you jump and avoiding large camera movements.
- //
- // * At the same time we dont want him to ever go out of screen and we want all rotations to be totally smooth.
- //
- // So here is what we will do:
- //
- // 1. We first find the rotation around the y axis. Thus he is always centered on the y-axis
- // 2. When grounded we make him be centered
- // 3. When jumping we keep the camera rotation but rotate the camera to get him back into view if his head is above some threshold
- // 4. When landing we smoothly interpolate towards centering him on screen
- var cameraPos = cameraTransform.position;
- var offsetToCenter = centerPos - cameraPos;
-
- // Generate base rotation only around y-axis
- var yRotation = Quaternion.LookRotation(Vector3(offsetToCenter.x, 0, offsetToCenter.z));
-
- var relativeOffset = Vector3.forward * distance + Vector3.down * height;
- cameraTransform.rotation = yRotation * Quaternion.LookRotation(relativeOffset);
-
- // Calculate the projected center position and top position in world space
- var centerRay = cameraTransform.GetComponent.<Camera>().ViewportPointToRay(Vector3(.5, 0.5, 1));
- var topRay = cameraTransform.GetComponent.<Camera>().ViewportPointToRay(Vector3(.5, clampHeadPositionScreenSpace, 1));
-
- var centerRayPos = centerRay.GetPoint(distance);
- var topRayPos = topRay.GetPoint(distance);
-
- var centerToTopAngle = Vector3.Angle(centerRay.direction, topRay.direction);
-
- var heightToAngle = centerToTopAngle / (centerRayPos.y - topRayPos.y);
-
- var extraLookAngle = heightToAngle * (centerRayPos.y - centerPos.y);
- if (extraLookAngle < centerToTopAngle)
- {
- extraLookAngle = 0;
- }
- else
- {
- extraLookAngle = extraLookAngle - centerToTopAngle;
- cameraTransform.rotation *= Quaternion.Euler(-extraLookAngle, 0, 0);
- }
- }
-
- function GetCenterOffset ()
- {
- return centerOffset;
- }
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