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