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https://github.com/ConjureETS/OuijaMTLGJ2016.git
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103 lines
3.7 KiB
C#
103 lines
3.7 KiB
C#
using UnityEngine;
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using System.Collections;
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public class MainCameraBehavior : MonoBehaviour {
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public Transform targetTransform;
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public float y = 2.5f; // store the height value since it will never change
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public float offsetZ = -2.2f;
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////////////////////////////////////////////
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public float smooth = 1.5f; // The relative speed at which the camera will catch up.
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private Vector3 relCameraPos; // The relative position of the camera from the targetTransform.
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private float relCameraPosMag; // The distance of the camera from the targetTransform.
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private Vector3 newPos; // The position the camera is trying to reach.
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void Awake()
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{
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// Setting the relative position as the initial relative position of the camera in the scene.
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relCameraPos = transform.position - targetTransform.position;
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relCameraPosMag = relCameraPos.magnitude - 0.5f;
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}
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void FixedUpdate()
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{
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// The standard position of the camera is the relative position of the camera from the targetTransform.
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Vector3 standardPos = targetTransform.position + relCameraPos;
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// The abovePos is directly above the targetTransform at the same distance as the standard position.
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Vector3 abovePos = targetTransform.position + Vector3.up * relCameraPosMag;
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// An array of 5 points to check if the camera can see the targetTransform.
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Vector3[] checkPoints = new Vector3[5];
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// The first is the standard position of the camera.
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checkPoints[0] = standardPos;
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// The next three are 25%, 50% and 75% of the distance between the standard position and abovePos.
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checkPoints[1] = Vector3.Lerp(standardPos, abovePos, 0.25f);
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checkPoints[2] = Vector3.Lerp(standardPos, abovePos, 0.5f);
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checkPoints[3] = Vector3.Lerp(standardPos, abovePos, 0.75f);
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// The last is the abovePos.
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checkPoints[4] = abovePos;
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// Run through the check points...
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for (int i = 0; i < checkPoints.Length; i++)
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{
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// ... if the camera can see the targetTransform...
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if (ViewingPosCheck(checkPoints[i]))
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// ... break from the loop.
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break;
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}
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// Lerp the camera's position between it's current position and it's new position.
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transform.position = Vector3.Lerp(transform.position, newPos, smooth * Time.deltaTime);
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// Make sure the camera is looking at the targetTransform.
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SmoothLookAt();
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}
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bool ViewingPosCheck(Vector3 checkPos)
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{
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RaycastHit hit;
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// If a raycast from the check position to the targetTransform hits something...
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if (Physics.Raycast(checkPos, targetTransform.position - checkPos, out hit, relCameraPosMag))
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// ... if it is not the targetTransform...
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if (hit.transform != targetTransform)
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// This position isn't appropriate.
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return false;
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// If we haven't hit anything or we've hit the targetTransform, this is an appropriate position.
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newPos = checkPos;
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return true;
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}
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void SmoothLookAt()
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{
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// Create a vector from the camera towards the targetTransform.
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Vector3 reltargetTransformPosition = targetTransform.position - transform.position;
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// Create a rotation based on the relative position of the targetTransform being the forward vector.
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Quaternion lookAtRotation = Quaternion.LookRotation(reltargetTransformPosition, Vector3.up);
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// Lerp the camera's rotation between it's current rotation and the rotation that looks at the targetTransform.
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transform.rotation = Quaternion.Lerp(transform.rotation, lookAtRotation, smooth * Time.deltaTime);
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}
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}
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