Esempio n. 1
0
    /// <summary>
    /// Offsets the camera by adjusting camera's lateral and vertical position, after everything else has been calculated.
    /// </summary>
    /// <returns></returns>
    public override Vector3 FinalPositionOffset()
    {
        Vector3 Offset = Vector3.zero;

        //Vertical Offsets
        float cameraHeightOffset = LerpUtility.Clerp(baseCameraHeight, baseCameraHeight + maxCameraHeight, HeightOffsetCurve, LastPlayerWallPercentage());

        Offset = new Vector3(0f, cameraHeightOffset, 0f);

        // Lateral Offset
        if (CameraSway && GameController.instance.state == GameController.State.Round)
        {
            Vector3 lateralDeltaMove = transform.InverseTransformDirection(currentClosestRailNodeIndex.GetWorldPosition(GetCurrentLookOffsetT() + ExtraLookAhead) - currentClosestRailNodeIndex.GetWorldPosition(GetCurrentOffsetT() + ExtraLookAhead));
            if (target != null)
            {
                lateralDeltaMove = transform.InverseTransformDirection(currentClosestRailNodeIndex.GetClosestPointOnRailSpline(target.transform.position) - currentClosestRailNodeIndex.GetWorldPosition(0f));
            }

            if (Mathf.Abs(lateralDeltaMove.x) > 2f)
            {
                currentSway = LerpUtility.Clerp(currentSway, (lateralDeltaMove.x > 0 ? -MaxXSway : MaxXSway), FollowOffsetCurve, swaySensitivity * Time.deltaTime);
                currentSway = Mathf.Clamp(currentSway, -MaxXSway, MaxXSway);
            }
            else
            {
                currentSway = LerpUtility.Clerp(currentSway, 0f, FollowOffsetCurve, swaySensitivity * Time.deltaTime);
            }

            Offset += transform.right * currentSway;
        }

        return(Offset);
    }
Esempio n. 2
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    /// <summary>
    /// where to look at in the world
    /// </summary>
    public override Vector3 WhereToLook()
    {
        Transform losingPlayer = GetLosingPlayer();         // CheckpointManager.instance.GetLosingPlayer();
        Vector3?  avPos        = target != null ? target.position : GetAveragePlayerPosition();

        float   lookForwardT = GetCurrentLookOffsetT();       //LerpUtility.Clerp(lookForwardOffsetT, lookForwardOffsetT + addLookForwardOffT, LookAheadOffsetCurve, LastPlayerWallPercentage());
        Vector3 lookAheadPos = currentClosestRailNodeIndex.GetClosestPointOnRailSpline(currentClosestRailNodeIndex.GetWorldPosition(lookForwardT));

        if (avPos.HasValue)
        {
            if (losingPlayer != null)
            {
                Vector3 lastPlayerPos = losingPlayer.position;
                Vector3 baseLookPos   = lookAheadPos; // (lookAheadPos + avPos.Value) * 0.5f;
                //Vector3 LookPos = LerpUtility.Clerp(lookAheadPos, (avPos.Value + lastPlayerPos) * 0.5f, HeightOffsetCurve, LastPlayerWallPercentage());
                Vector3 LookPos = LerpUtility.Clerp(baseLookPos, (avPos.Value + lastPlayerPos) * 0.5f, HeightOffsetCurve, LastPlayerWallPercentage());

                return(LookPos);
            }
            else
            {
                Debug.Log("No losing player!");
                return(LerpUtility.Clerp(lookAheadPos, avPos.Value, FollowOffsetCurve, LastPlayerWallPercentage())); //avPos.Value;
            }
        }
        else
        {
            //Debug.Log("No average pos!");
            return(currentClosestRailNodeIndex.GetWorldPosition(lookForwardOffsetT));
        }
    }
Esempio n. 3
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 public float GetCurrentLookOffsetT()
 {
     return(LerpUtility.Clerp(lookForwardOffsetT, lookForwardOffsetT + addLookForwardOffT, LookAheadOffsetCurve, LastPlayerWallPercentage()));
 }
Esempio n. 4
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 public float GetCurrentOffsetT()
 {
     return(LerpUtility.Clerp(-followOffsetT, -followOffsetT + -addFollowOffsetT, FollowOffsetCurve, LastPlayerWallPercentage()));
 }