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- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- public class Follower : FollowerBase
- {
- [Header("Following Settings")]
- public bool InstantFollowing = false;//是否无延迟跟随
- public bool LinearFollowing;//是否线性移动
- public Vector2 border_x; //x轴边界
- public Vector2 border_y; //y轴边界
- private Transform _slamHead;
- Vector2 initViewPoint;//相机画面的中点,坐标为(0.5f,0.5f)
- Vector3 viewPoint = Vector3.zero;// 面板中心坐标相对于相机画面的坐标。
- private Vector3 velocity = Vector3.zero;
- bool isFollower = false;
- Vector3 originPos = Vector3.zero;
- Vector3 desPos = Vector3.zero;
- float journeyLength = 0f;
- protected override void OnEnable()
- {
- base.OnEnable();
- }
- private void Start()
- {
- InitTrans();
- }
- protected override void LateUpdate()
- {
- if (StopFollower == false)
- {
- if (InstantFollowing)
- {
- InstantFollow();
- }
- else
- {
- if (IsFollower())
- {
- if (LinearFollowing)
- {
- LinearFollow();
- }
- else
- {
- Follow();
- }
- }
- }
- }
- }
- void InitTrans()
- {
- if (Camera.main != null)
- {
- _slamHead =Camera.main.transform;
- transform.position = CalculateWindowPosition(Camera.main.transform.transform);
- transform.rotation = CalculateWindowRotation(Camera.main.transform);
- initViewPoint =Camera.main.WorldToViewportPoint(_slamHead.position + (_slamHead.forward * WindowDistance));//相机画面中点坐标
- }
- }
- protected bool IsFollower()
- {
- viewPoint =Camera.main.WorldToViewportPoint(transform.position);// 面板在相机画面上的坐标
- if (viewPoint.x > initViewPoint.x + border_x.x + CalculateWindowOffsetX() || viewPoint.x < initViewPoint.x + border_x.y + CalculateWindowOffsetX() || viewPoint.y < initViewPoint.y + border_y.y + CalculateWindowOffsetY() || viewPoint.y > initViewPoint.y + border_y.x + CalculateWindowOffsetY())//边界判断
- {
- isFollower = true;
- }
- else if (Mathf.Abs(viewPoint.x - initViewPoint.x - CalculateWindowOffsetX()) < 0.03f && Mathf.Abs(viewPoint.y - initViewPoint.y - 2*CalculateWindowOffsetY()) < 0.06f)
- {
- isFollower = false;
- }
- return isFollower;
- }
- protected override void Follow()
- {
- transform.position = Vector3.Lerp(transform.position, CalculateWindowPosition(Camera.main.transform), WindowFollowSpeed * Time.deltaTime);
- //transform.position = Vector3.SmoothDamp(transform.position, CalculateWindowPosition(Camera.main.transform), ref velocity, WindowFollowSpeed);
- transform.rotation = Quaternion.Slerp(transform.rotation, CalculateWindowRotation(Camera.main.transform), WindowFollowSpeed * Time.deltaTime);
- }
- //Following camera without latency
- protected void InstantFollow()
- {
- transform.position = CalculateWindowPosition(Camera.main.transform);
- transform.rotation = CalculateWindowRotation(Camera.main.transform);
- }
- //For Linear Following, turn down the WindowFollowSpeed to around 0.5 at distance = 1 for best experience
- protected void LinearFollow()
- {
- originPos = transform.position;
- desPos = CalculateWindowPosition(Camera.main.transform);
- journeyLength = Vector3.Distance(originPos, desPos);
- transform.position = Vector3.Lerp(originPos, desPos, (Time.fixedDeltaTime) / journeyLength * WindowFollowSpeed);
- transform.rotation = Quaternion.Slerp(transform.rotation, CalculateWindowRotation(Camera.main.transform), (Time.fixedDeltaTime) / journeyLength * WindowFollowSpeed);
- }
- }
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