-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathCamera2DFollow.cs
64 lines (49 loc) · 1.75 KB
/
Camera2DFollow.cs
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
using UnityEngine;
using System.Collections;
public class Camera2DFollow : MonoBehaviour {
public Transform target;
public float damping = 1;
public float lookAheadFactor = 3;
public float lookAheadReturnSpeed = 0.5f;
public float lookAheadMoveThreshold = 0.1f;
public float yPosRestriction = -1;
float offsetZ;
Vector3 lastTargetPosition;
Vector3 currentVelocity;
Vector3 lookAheadPos;
float nextTimeToSearch = 0;
// Use this for initialization
void Start () {
lastTargetPosition = target.position;
offsetZ = (transform.position - target.position).z;
transform.parent = null;
}
// Update is called once per frame
void Update () {
if (target == null) {
FindPlayer ();
return;
}
// only update lookahead pos if accelerating or changed direction
float xMoveDelta = (target.position - lastTargetPosition).x;
bool updateLookAheadTarget = Mathf.Abs(xMoveDelta) > lookAheadMoveThreshold;
if (updateLookAheadTarget) {
lookAheadPos = lookAheadFactor * Vector3.right * Mathf.Sign(xMoveDelta);
} else {
lookAheadPos = Vector3.MoveTowards(lookAheadPos, Vector3.zero, Time.deltaTime * lookAheadReturnSpeed);
}
Vector3 aheadTargetPos = target.position + lookAheadPos + Vector3.forward * offsetZ;
Vector3 newPos = Vector3.SmoothDamp(transform.position, aheadTargetPos, ref currentVelocity, damping);
newPos = new Vector3 (newPos.x, Mathf.Clamp (newPos.y, yPosRestriction, Mathf.Infinity), newPos.z);
transform.position = newPos;
lastTargetPosition = target.position;
}
void FindPlayer () {
if (nextTimeToSearch <= Time.time) {
GameObject searchResult = GameObject.FindGameObjectWithTag ("Player");
if (searchResult != null)
target = searchResult.transform;
nextTimeToSearch = Time.time + 0.5f;
}
}
}