Пример #1
0
        CameraTrigger ScanForCameraTrigger(Vector3 position)
        {
            Collider[] hits = Physics.OverlapSphere(position, triggerRadius);

            foreach (Collider col in hits)
            {
                CameraTrigger cameraTrigger = col.GetComponent <CameraTrigger>();

                if (cameraTrigger != null)
                {
                    return(cameraTrigger);
                }
            }
            return(null);
        }
Пример #2
0
        // Update is called once per frame
        void FixedUpdate()
        {
            // Is there a valid target?
            if (target != null)
            {
                CameraTrigger cameraTrigger = ScanForCameraTrigger(target.transform.position);

                // Is our target currently inside of a camera trigger?
                if (cameraTrigger != null)
                {
                    // Get the closest node tied to the camera trigger
                    CameraNode focusNode = cameraTrigger.GetClosestNode(target.transform.position);

                    // position the camera to that closest camera node
                    transform.position = Vector3.Lerp(transform.position, focusNode.transform.position, speed * Time.deltaTime);

                    // Is the node's follow target setting enabled?
                    if (focusNode.followTarget)
                    {
                        // Follow the target (rotate to the target)
                        Vector3 direction = target.transform.position - transform.position;
                        transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(direction, transform.up), speed * Time.deltaTime);
                    }

                    else
                    {
                        // rotate to node's orientation (don't follow target)
                        transform.rotation = Quaternion.Slerp(transform.rotation, focusNode.transform.rotation, speed * Time.deltaTime);
                    }
                }

                else
                {
                    float distance = Vector3.Distance(centerPos, target.transform.position);

                    // Is target's distance further from center of sphere?
                    if (distance > sphereRadius)
                    {
                        // Move center to new target pos
                        centerPos = Vector3.Lerp(centerPos, target.transform.position, speed * Time.deltaTime);
                    }

                    Vector3 worldOffset = Quaternion.LookRotation(target.Gravity) * offset;
                    transform.position = Vector3.Lerp(transform.position, centerPos + worldOffset, speed * Time.deltaTime);
                    transform.LookAt(target.transform, transform.up); // transform.up fixes LookAt "flip" issue
                }
            }
        }