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revival-survival/Assets/Scripts/CameraFollow.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CameraFollow : MonoBehaviour {
public Controller target;
FocusArea focusArea;
public Vector2 focusAreaSize;
public float verticalOffset;
public float lookAheadDstX;
public float lookSmoothTimeX;
public float verticalSmoothTime;
float currentLookAheadX;
float targetLookAheadX;
float lookAheadDirX;
float smoothLookVelocityX;
float smoothVelocityY;
bool lookAheadStopped;
struct FocusArea {
public Vector2 center;
float left, right, top, bottom;
public Vector2 velocity;
public FocusArea(Bounds targetBounds, Vector2 size) {
left = targetBounds.center.x - size.x / 2;
right = targetBounds.center.x + size.x / 2;
bottom = targetBounds.min.y;
top = targetBounds.min.y + size.y;
velocity = Vector2.zero;
center = new Vector2((left + right) / 2, (top + bottom) / 2);
}
public void Update(Bounds targetBounds) {
float shiftX = 0;
float shiftY = 0;
if (targetBounds.min.x < left) {
shiftX = targetBounds.min.x - left;
} else if (targetBounds.max.x > right) {
shiftX = targetBounds.max.x - right;
}
if (targetBounds.min.y < bottom) {
shiftY = targetBounds.min.y - bottom;
} else if (targetBounds.max.y > top) {
shiftY = targetBounds.max.y - top;
}
left += shiftX;
right += shiftX;
top += shiftY;
bottom += shiftY;
// Update center
center = new Vector2((left + right) / 2, (top + bottom) / 2);
velocity = new Vector2 (shiftX, shiftY);
}
}
void Start() {
focusArea = new FocusArea (target.collider.bounds, focusAreaSize);
}
void LateUpdate() {
focusArea.Update (target.collider.bounds);
Vector2 focusPosition = focusArea.center + Vector2.up * verticalOffset;
if (focusArea.velocity.x != 0) {
lookAheadDirX = Mathf.Sign (focusArea.velocity.x);
if (Mathf.Sign (target.playerInput.x) == Mathf.Sign (focusArea.velocity.x) && target.playerInput.x != 0) {
lookAheadStopped = false;
targetLookAheadX = lookAheadDirX * lookAheadDstX;
} else if (!lookAheadStopped) {
lookAheadStopped = true;
targetLookAheadX = currentLookAheadX + (lookAheadDirX * lookAheadDstX - currentLookAheadX) / 4f;
}
}
currentLookAheadX = Mathf.SmoothDamp (currentLookAheadX, targetLookAheadX, ref smoothLookVelocityX, lookSmoothTimeX);
focusPosition.y = Mathf.SmoothDamp (transform.position.y, focusPosition.y, ref smoothVelocityY, verticalSmoothTime);
focusPosition += Vector2.right * currentLookAheadX;
transform.position = (Vector3)focusPosition + Vector3.forward * -10;
}
void OnDrawGizmos() {
Gizmos.color = new Color (1, 0, 0, .5f);
Gizmos.DrawCube (focusArea.center, focusAreaSize);
}
}