Sunday, 9 October 2016

Camera2DFollow - Camera Follw the Player Script

public Transform target;
public float damping = 1;
public float lookAheadFactor = 3;
public float lookAheadReturnSpeed = 0.5f;
public float lookAheadMoveThreshold = 0.1f;
public float yPosRestriction = -1;

float offsetZ;
Vector3 lastTargetPosition;
Vector3 currentVelocity;
Vector3 lookAheadPos;

float nextTimeToSearch = 0;

// Use this for initialization
void Start () {
lastTargetPosition = target.position;
offsetZ = (transform.position - target.position).z;
transform.parent = null;


}

// Update is called once per frame
void Update () {

if (target == null) {
FindPlayer ();
return;
}

// only update lookahead pos if accelerating or changed direction
float xMoveDelta = (target.position - lastTargetPosition).x;

   bool updateLookAheadTarget = Mathf.Abs(xMoveDelta) > lookAheadMoveThreshold;

if (updateLookAheadTarget) {
lookAheadPos = lookAheadFactor * Vector3.right * Mathf.Sign(xMoveDelta);
} else {
lookAheadPos = Vector3.MoveTowards(lookAheadPos, Vector3.zero, Time.deltaTime * lookAheadReturnSpeed);
}

Vector3 aheadTargetPos = target.position + lookAheadPos + Vector3.forward * offsetZ;
Vector3 newPos = Vector3.SmoothDamp(transform.position, aheadTargetPos, ref currentVelocity, damping);

newPos = new Vector3 (newPos.x, Mathf.Clamp (newPos.y, yPosRestriction, Mathf.Infinity), newPos.z);

transform.position = newPos;

lastTargetPosition = target.position;
}

void FindPlayer () {
if (nextTimeToSearch <= Time.time) {
GameObject searchResult = GameObject.FindGameObjectWithTag ("Player");
if (searchResult != null)
target = searchResult.transform;
nextTimeToSearch = Time.time + 0.5f;
}
}

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