using UnityEngine;
using System.Collections;
public class CamearaFollw : MonoBehaviour {
private Vector2 velocity;
public float smoothTimeY;
public float smoothTimeX;
public GameObject player;
public bool bounds;
public Vector3 minCameraPos;
public Vector3 maxCameraPos;
void Start () {
player = GameObject.FindGameObjectWithTag ("Player");
}
void FixedUpdate () {
if (player == null) {
transform.position = new Vector3 (transform.position.x, transform.position.y, transform.position.z);
}
if (player != null) {
float posX = Mathf.SmoothDamp (transform.position.x, player.transform.position.x, ref velocity.x, smoothTimeX);
float posY = Mathf.SmoothDamp (transform.position.y, player.transform.position.y, ref velocity.y, smoothTimeY);
transform.position = new Vector3 (posX, posY, transform.position.z);
}
if (bounds)
{
transform.position = new Vector3(Mathf.Clamp(transform.position.x, minCameraPos.x , maxCameraPos.x),
Mathf.Clamp(transform.position.y, minCameraPos.y , maxCameraPos.y),
Mathf.Clamp(transform.position.z, minCameraPos.z , maxCameraPos.z));
}
}
}
using System.Collections;
public class CamearaFollw : MonoBehaviour {
private Vector2 velocity;
public float smoothTimeY;
public float smoothTimeX;
public GameObject player;
public bool bounds;
public Vector3 minCameraPos;
public Vector3 maxCameraPos;
void Start () {
player = GameObject.FindGameObjectWithTag ("Player");
}
void FixedUpdate () {
if (player == null) {
transform.position = new Vector3 (transform.position.x, transform.position.y, transform.position.z);
}
if (player != null) {
float posX = Mathf.SmoothDamp (transform.position.x, player.transform.position.x, ref velocity.x, smoothTimeX);
float posY = Mathf.SmoothDamp (transform.position.y, player.transform.position.y, ref velocity.y, smoothTimeY);
transform.position = new Vector3 (posX, posY, transform.position.z);
}
if (bounds)
{
transform.position = new Vector3(Mathf.Clamp(transform.position.x, minCameraPos.x , maxCameraPos.x),
Mathf.Clamp(transform.position.y, minCameraPos.y , maxCameraPos.y),
Mathf.Clamp(transform.position.z, minCameraPos.z , maxCameraPos.z));
}
}
}
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