IsMovingBackwards() public method

public IsMovingBackwards ( ) : bool
return bool
コード例 #1
0
    void Apply(Transform dummyTarget, Vector3 dummyCenter)
    {
        // Early out if we don't have a target
        if (!controller)
        {
            return;
        }

        Vector3 targetCenter = _target.position + centerOffset;
        Vector3 targetHead   = _target.position + headOffset;

        //	DebugDrawStuff();

        // Calculate the current & target rotation angles
        float originalTargetAngle = _target.eulerAngles.y;
        float currentAngle        = cameraTransform.eulerAngles.y;

        // Adjust real target angle when camera is locked
        float targetAngle = originalTargetAngle;

        // When pressing Fire2 (alt) the camera will snap to the target direction real quick.
        // It will stop snapping when it reaches the target
        if (Input.GetButton("Fire2"))
        {
            snap = true;
        }

        if (snap)
        {
            // We are close to the target, so we can stop snapping now!
            if (AngleDistance(currentAngle, originalTargetAngle) < 3.0f)
            {
                snap = false;
            }

            currentAngle = Mathf.SmoothDampAngle(currentAngle, targetAngle, ref angleVelocity, snapSmoothLag, snapMaxSpeed);
        }
        // Normal camera motion
        else
        {
            if (controller.GetLockCameraTimer() < lockCameraTimeout)
            {
                targetAngle = currentAngle;
            }

            // Lock the camera when moving backwards!
            // * It is really confusing to do 180 degree spins when turning around.
            if (AngleDistance(currentAngle, targetAngle) > 160 && controller.IsMovingBackwards())
            {
                targetAngle += 180;
            }

            currentAngle = Mathf.SmoothDampAngle(currentAngle, targetAngle, ref angleVelocity, angularSmoothLag, angularMaxSpeed);
        }


        // When jumping don't move camera upwards but only down!
        if (controller.IsJumping())
        {
            // We'd be moving the camera upwards, do that only if it's really high
            float newTargetHeight = targetCenter.y + height;
            if (newTargetHeight < targetHeight || newTargetHeight - targetHeight > 5)
            {
                targetHeight = targetCenter.y + height;
            }
        }
        // When walking always update the target height
        else
        {
            targetHeight = targetCenter.y + height;
        }

        // Damp the height
        float currentHeight = cameraTransform.position.y;

        currentHeight = Mathf.SmoothDamp(currentHeight, targetHeight, ref heightVelocity, heightSmoothLag);

        // Convert the angle into a rotation, by which we then reposition the camera
        Quaternion currentRotation = Quaternion.Euler(0, currentAngle, 0);

        // Set the position of the camera on the x-z plane to:
        // distance meters behind the target
        cameraTransform.position  = targetCenter;
        cameraTransform.position += currentRotation * Vector3.back * distance;

        // Set the height of the camera
        cameraTransform.position = new Vector3(cameraTransform.position.x, currentHeight, cameraTransform.position.z);

        // Always look at the target
        SetUpRotation(targetCenter, targetHead);
    }