1 using System;
2 using
UnityEngine;
3
4
5 namespace
UnityStandardAssets._2D
6 {
7     
public class CameraFollow : MonoBehaviour
8     {
9         
public float xMargin = 1f; // Distance in the x axis the player can move before the camera follows.
10         
public float yMargin = 1f; // Distance in the y axis the player can move before the camera follows.
11         
public float xSmooth = 8f; // How smoothly the camera catches up with it's target movement in the x axis.
12         
public float ySmooth = 8f; // How smoothly the camera catches up with it's target movement in the y axis.
13         
public Vector2 maxXAndY; // The maximum x and y coordinates the camera can have.
14         
public Vector2 minXAndY; // The minimum x and y coordinates the camera can have.
15
16         
private Transform m_Player; // Reference to the player's transform.
17
18
19         
private void Awake()
20         {
21             
// Setting up the reference.
22             m_Player = GameObject.FindGameObjectWithTag(
"Player").transform;
23         }
24
25
26         
private bool CheckXMargin()
27         {
28             
// Returns true if the distance between the camera and the player in the x axis is greater than the x margin.
29             
return Mathf.Abs(transform.position.x - m_Player.position.x) > xMargin;
30         }
31
32
33         
private bool CheckYMargin()
34         {
35             
// Returns true if the distance between the camera and the player in the y axis is greater than the y margin.
36             
return Mathf.Abs(transform.position.y - m_Player.position.y) > yMargin;
37         }
38
39
40         
private void Update()
41         {
42             TrackPlayer();
43         }
44
45
46         
private void TrackPlayer()
47         {
48             
// By default the target x and y coordinates of the camera are it's current x and y coordinates.
49             
float targetX = transform.position.x;
50             
float targetY = transform.position.y;
51
52             
// If the player has moved beyond the x margin...
53             
if (CheckXMargin())
54             {
55                 
// ... the target x coordinate should be a Lerp between the camera's current x position and the player's current x position.
56                 targetX = Mathf.Lerp(transform.position.x, m_Player.position.x, xSmooth*Time.deltaTime);
57             }
58
59             
// If the player has moved beyond the y margin...
60             
if (CheckYMargin())
61             {
62                 
// ... the target y coordinate should be a Lerp between the camera's current y position and the player's current y position.
63                 targetY = Mathf.Lerp(transform.position.y, m_Player.position.y, ySmooth*Time.deltaTime);
64             }
65
66             
// The target x and y coordinates should not be larger than the maximum or smaller than the minimum.
67             targetX = Mathf.Clamp(targetX, minXAndY.x, maxXAndY.x);
68             targetY = Mathf.Clamp(targetY, minXAndY.y, maxXAndY.y);
69
70             
// Set the camera's position to the target position with the same z component.
71             transform.position =
new Vector3(targetX, targetY, transform.position.z);
72         }
73     }
74 }


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