- Camera2DFollow.cs
- Scripts /
- 2D /
- Standard Assets /
- Assets /
- project /
1 using System;
2 using UnityEngine;
3
4 namespace UnityStandardAssets._2D
5 {
6 public class Camera2DFollow : MonoBehaviour
7 {
8 public Transform target;
9 public float damping = 1;
10 public float lookAheadFactor = 3;
11 public float lookAheadReturnSpeed = 0.5f;
12 public float lookAheadMoveThreshold = 0.1f;
13
14 private float m_OffsetZ;
15 private Vector3 m_LastTargetPosition;
16 private Vector3 m_CurrentVelocity;
17 private Vector3 m_LookAheadPos;
18
19 // Use this for initialization
20 private void Start()
21 {
22 m_LastTargetPosition = target.position;
23 m_OffsetZ = (transform.position - target.position).z;
24 transform.parent = null;
25 }
26
27
28 // Update is called once per frame
29 private void Update()
30 {
31 // only update lookahead pos if accelerating or changed direction
32 float xMoveDelta = (target.position - m_LastTargetPosition).x;
33
34 bool updateLookAheadTarget = Mathf.Abs(xMoveDelta) > lookAheadMoveThreshold;
35
36 if (updateLookAheadTarget)
37 {
38 m_LookAheadPos = lookAheadFactor*Vector3.right*Mathf.Sign(xMoveDelta);
39 }
40 else
41 {
42 m_LookAheadPos = Vector3.MoveTowards(m_LookAheadPos, Vector3.zero, Time.deltaTime*lookAheadReturnSpeed);
43 }
44
45 Vector3 aheadTargetPos = target.position + m_LookAheadPos + Vector3.forward*m_OffsetZ;
46 Vector3 newPos = Vector3.SmoothDamp(transform.position, aheadTargetPos, ref m_CurrentVelocity, damping);
47
48 transform.position = newPos;
49
50 m_LastTargetPosition = target.position;
51 }
52 }
53 }
2 using UnityEngine;
3
4 namespace UnityStandardAssets._2D
5 {
6 public class Camera2DFollow : MonoBehaviour
7 {
8 public Transform target;
9 public float damping = 1;
10 public float lookAheadFactor = 3;
11 public float lookAheadReturnSpeed = 0.5f;
12 public float lookAheadMoveThreshold = 0.1f;
13
14 private float m_OffsetZ;
15 private Vector3 m_LastTargetPosition;
16 private Vector3 m_CurrentVelocity;
17 private Vector3 m_LookAheadPos;
18
19 // Use this for initialization
20 private void Start()
21 {
22 m_LastTargetPosition = target.position;
23 m_OffsetZ = (transform.position - target.position).z;
24 transform.parent = null;
25 }
26
27
28 // Update is called once per frame
29 private void Update()
30 {
31 // only update lookahead pos if accelerating or changed direction
32 float xMoveDelta = (target.position - m_LastTargetPosition).x;
33
34 bool updateLookAheadTarget = Mathf.Abs(xMoveDelta) > lookAheadMoveThreshold;
35
36 if (updateLookAheadTarget)
37 {
38 m_LookAheadPos = lookAheadFactor*Vector3.right*Mathf.Sign(xMoveDelta);
39 }
40 else
41 {
42 m_LookAheadPos = Vector3.MoveTowards(m_LookAheadPos, Vector3.zero, Time.deltaTime*lookAheadReturnSpeed);
43 }
44
45 Vector3 aheadTargetPos = target.position + m_LookAheadPos + Vector3.forward*m_OffsetZ;
46 Vector3 newPos = Vector3.SmoothDamp(transform.position, aheadTargetPos, ref m_CurrentVelocity, damping);
47
48 transform.position = newPos;
49
50 m_LastTargetPosition = target.position;
51 }
52 }
53 }