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- using System;
- using UnityEngine;
- namespace UnityStandardAssets._2D
- {
- public class Camera2DFollow : MonoBehaviour
- {
- public Transform target;
- public float damping = 1;
- public float lookAheadFactor = 3;
- public float lookAheadReturnSpeed = 0.5f;
- public float lookAheadMoveThreshold = 0.1f;
- private float m_OffsetZ;
- private Vector3 m_LastTargetPosition;
- private Vector3 m_CurrentVelocity;
- private Vector3 m_LookAheadPos;
- // Use this for initialization
- private void Start()
- {
- m_LastTargetPosition = target.position;
- m_OffsetZ = (transform.position - target.position).z;
- transform.parent = null;
- }
- // Update is called once per frame
- private void Update()
- {
- // only update lookahead pos if accelerating or changed direction
- float xMoveDelta = (target.position - m_LastTargetPosition).x;
- bool updateLookAheadTarget = Mathf.Abs(xMoveDelta) > lookAheadMoveThreshold;
- if (updateLookAheadTarget)
- {
- m_LookAheadPos = lookAheadFactor*Vector3.right*Mathf.Sign(xMoveDelta);
- }
- else
- {
- m_LookAheadPos = Vector3.MoveTowards(m_LookAheadPos, Vector3.zero, Time.deltaTime*lookAheadReturnSpeed);
- }
- Vector3 aheadTargetPos = target.position + m_LookAheadPos + Vector3.forward*m_OffsetZ;
- Vector3 newPos = Vector3.SmoothDamp(transform.position, aheadTargetPos, ref m_CurrentVelocity, damping);
- transform.position = newPos;
- m_LastTargetPosition = target.position;
- }
- }
- }
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