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Stupid Unity scripts : "Smooth Follow" from Standard Assets With Angle Offset
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using UnityEngine; | |
using System.Collections; | |
public class SmoothFollow : MonoBehaviour { | |
// The target we are following | |
public Transform target; | |
// The target angle offset, 180 is in front of the target, 0 is behind the target | |
public float angleOffset; | |
// The distance in the x-z plane to the target | |
public float distance = 10.0f; | |
// the height we want the camera to be above the target | |
public float height = 5.0f; | |
// How much we | |
public float heightDamping = 2.0f; | |
public float rotationDamping = 3.0f; | |
// Place the script in the Camera-Control group in the component menu | |
[AddComponentMenu("Camera-Control/Smooth Follow")] | |
void LateUpdate() { | |
// Early out if we don't have a target | |
if (!target) return; | |
// Calculate the current rotation angles | |
float wantedRotationAngle = target.eulerAngles.y + angleOffset; | |
float wantedHeight = target.position.y + height; | |
float currentRotationAngle = transform.eulerAngles.y; | |
float currentHeight = transform.position.y; | |
// Damp the rotation around the y-axis | |
currentRotationAngle = Mathf.LerpAngle(currentRotationAngle, wantedRotationAngle, rotationDamping * Time.deltaTime); | |
// Damp the height | |
currentHeight = Mathf.Lerp(currentHeight, wantedHeight, heightDamping * Time.deltaTime); | |
// Convert the angle into a rotation | |
var currentRotation = Quaternion.Euler(0, currentRotationAngle, 0); | |
// Set the position of the camera on the x-z plane to: | |
// distance meters behind the target | |
transform.position = target.position; | |
transform.position -= currentRotation * Vector3.forward * distance; | |
// Set the height of the camera | |
transform.position = new Vector3(transform.position.x, currentHeight, transform.position.z); | |
// Always look at the target | |
transform.LookAt(target); | |
} | |
} |
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