using System.Collections; using System.Collections.Generic; using UnityEngine; public class SmoothFollowCShap : MonoBehaviour { /* This camera smoothes out rotation around the y-axis and height. Horizontal Distance to the target is always fixed. There are many different ways to smooth the rotation but doing it this way gives you a lot of control over how the camera behaves. For every of those smoothed values we calculate the wanted value and the current value. Then we smooth it using the Lerp function. Then we apply the smoothed values to the transform's position. */ // The target we are following public Transform target; // 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 = 0.5f; public float rotationDamping = 0.3f; private float _RefRotation = 0f; private float _RefHigh = 0f; void LateUpdate() { // Early out if we don't have a target if (!target) return; // Calculate the current rotation angles float wantedRotationAngle = target.eulerAngles.y; 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.SmoothDampAngle(currentRotationAngle, wantedRotationAngle, ref _RefRotation, rotationDamping); // Damp the height currentHeight = Mathf.SmoothDamp(currentHeight, wantedHeight, ref _RefHigh, heightDamping); // Convert the angle into a rotation Quaternion 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); //transform.position.Set(transform.position.x, currentHeight, transform.position.z); // Always look at the target transform.LookAt(target); } }