-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathCamFollow.cs
74 lines (59 loc) · 2.39 KB
/
CamFollow.cs
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Photon.Pun;
namespace Com.MyCompany.Pacman
{
public class CamFollow : MonoBehaviourPunCallbacks
{
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
void Start()
{
m_LastTargetPosition = target.position;
m_OffsetZ = (transform.position - target.position).z;
transform.parent = null;
target = Player.LocalPlayerInstance.transform; // setting the target to the local player instance in the scene
}
// Update is called once per frame
private void Update()
{
//
if (target == null)
{
if (Player.LocalPlayerInstance != null)
{
target = Player.LocalPlayerInstance.transform;
Debug.Log("<Color=Red>Found player instance ! : CamFollow.cs.Update()");
m_LastTargetPosition = target.position;
m_OffsetZ = (transform.position - target.position).z;
transform.parent = null;
}
}
//
// 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;
}
}
}