1 using System;
2 using
UnityEngine;
3
4
5 namespace
UnityStandardAssets.Cameras
6 {
7     
public class TargetFieldOfView : AbstractTargetFollower
8     {
9         
// This script is primarily designed to be used with the "LookAtTarget" script to enable a
10         
// CCTV style camera looking at a target to also adjust its field of view (zoom) to fit the
11         
// target (so that it zooms in as the target becomes further away).
12         
// When used with a follow cam, it will automatically use the same target.
13
14         [SerializeField]
private float m_FovAdjustTime = 1; // the time taken to adjust the current FOV to the desired target FOV amount.
15         [SerializeField]
private float m_ZoomAmountMultiplier = 2; // a multiplier for the FOV amount. The default of 2 makes the field of view twice as wide as required to fit the target.
16         [SerializeField]
private bool m_IncludeEffectsInSize = false; // changing this only takes effect on startup, or when new target is assigned.
17
18         
private float m_BoundSize;
19         
private float m_FovAdjustVelocity;
20         
private Camera m_Cam;
21         
private Transform m_LastTarget;
22
23         
// Use this for initialization
24         
protected override void Start()
25         {
26             
base.Start();
27             m_BoundSize = MaxBoundsExtent(m_Target, m_IncludeEffectsInSize);
28
29             
// get a reference to the actual camera component:
30             m_Cam = GetComponentInChildren<Camera>();
31         }
32
33
34         
protected override void FollowTarget(float deltaTime)
35         {
36             
// calculate the correct field of view to fit the bounds size at the current distance
37             
float dist = (m_Target.position - transform.position).magnitude;
38             
float requiredFOV = Mathf.Atan2(m_BoundSize, dist)*Mathf.Rad2Deg*m_ZoomAmountMultiplier;
39
40             m_Cam.fieldOfView = Mathf.SmoothDamp(m_Cam.fieldOfView, requiredFOV,
ref m_FovAdjustVelocity, m_FovAdjustTime);
41         }
42
43
44         
public override void SetTarget(Transform newTransform)
45         {
46             
base.SetTarget(newTransform);
47             m_BoundSize = MaxBoundsExtent(newTransform, m_IncludeEffectsInSize);
48         }
49
50
51         
public static float MaxBoundsExtent(Transform obj, bool includeEffects)
52         {
53             
// get the maximum bounds extent of object, including all child renderers,
54             
// but excluding particles and trails, for FOV zooming effect.
55
56             
var renderers = obj.GetComponentsInChildren<Renderer>();
57
58             Bounds bounds =
new Bounds();
59             
bool initBounds = false;
60             
foreach (Renderer r in renderers)
61             {
62                 
if (!((r is TrailRenderer) || (r is ParticleRenderer) || (r is ParticleSystemRenderer)))
63                 {
64                     
if (!initBounds)
65                     {
66                         initBounds =
true;
67                         bounds = r.bounds;
68                     }
69                     
else
70                     {
71                         bounds.Encapsulate(r.bounds);
72                     }
73                 }
74             }
75             
float max = Mathf.Max(bounds.extents.x, bounds.extents.y, bounds.extents.z);
76             
return max;
77         }
78     }
79 }


Tìm kết quả nhanh