// Update is called once per frame void Update() { transform.position=GameObject.FindGameObjectWithTag("Player").transform.position; //Only change camera angles if player is moving if(eventScript.waitEvent) { target = FindClosestCamera(); //Prevent errors and then set node to self destruct. Look at node. if(target != null & target.gameObject.name != "Main Camera") { //iTween.RotateTo(gameObject,Quaternion.LookRotation(target.transform.position),1.0f); //transform.LookAt(target.transform); node = target.GetComponent<CameraNodes>(); node.lookedAt = true; transform.rotation = Quaternion.Lerp (transform.rotation, Quaternion.LookRotation(target.transform.position-transform.position),damp*Time.deltaTime); } } }
// Update is called once per frame void Update() { transform.position = GameObject.FindGameObjectWithTag("Player").transform.position; //Only change camera angles if player is moving if (eventScript.waitEvent) { target = FindClosestCamera(); //Prevent errors and then set node to self destruct. Look at node. if (target != null & target.gameObject.name != "Main Camera") { //iTween.RotateTo(gameObject,Quaternion.LookRotation(target.transform.position),1.0f); //transform.LookAt(target.transform); node = target.GetComponent <CameraNodes>(); node.lookedAt = true; transform.rotation = Quaternion.Lerp(transform.rotation, Quaternion.LookRotation(target.transform.position - transform.position), damp * Time.deltaTime); } } }