OuijaMTLGJ2016/Assets/scripts/MainCameraBehavior.cs

103 lines
3.7 KiB
C#

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