OldBlueWater/BlueWater/Assets/Plugins/Pixel Crushers/Dialogue System/Scripts/Demo Scripts/SmoothCameraWithBumper.cs

93 lines
4.2 KiB
C#

// From: http://wiki.unity3d.com/index.php/SmoothFollowWithCameraBumper
// (Created CSharp Version) 10/2010: Daniel P. Rossi (DR9885)
// Pixel Crushers changes:
// 1. Moved to PixelCrushers.DialogueSystem.Examples namespace to prevent conflicts.
// 2. Exposed target so wizard can set it.
// 3. Added adjustQuaternion so SimpleController can adjust the angle without
// directly changing the camera's rotation. Changing the camera's rotation
// in multiple scripts can cause flickering on objects that position themselves
// in Update() based on the current rotation, since there's no guarantee
// that Update() is called in the same order on each frame update.
// 4. Set default values for private fields to address compiler warnings.
// 5. To work with the new prefab system (Unity 2018.3+), no longer childs to target.
// Assign the child manually at design time.
using UnityEngine;
namespace PixelCrushers.DialogueSystem.Demo
{
[AddComponentMenu("")] // Use wrapper.
public class SmoothCameraWithBumper : MonoBehaviour
{
public Transform target = null;
[SerializeField] private float distance = 3.0f;
[SerializeField] private float height = 1.0f;
[SerializeField] private float damping = 5.0f;
[SerializeField] private bool smoothRotation = true;
[SerializeField] private float rotationDamping = 10.0f;
[SerializeField] private Vector3 targetLookAtOffset = Vector3.zero; // allows offsetting of camera lookAt, very useful for low bumper heights
[SerializeField] private float bumperDistanceCheck = 2.5f; // length of bumper ray
[SerializeField] private float bumperCameraHeight = 1.0f; // adjust camera height while bumping
[SerializeField] private Vector3 bumperRayOffset = Vector3.zero; // allows offset of the bumper ray from target origin
public Quaternion adjustQuaternion { get; set; }
private Quaternion originalRotation;
/// <Summary>
/// If the target moves, the camera should child the target to allow for smoother movement. DR
/// </Summary>
private void Awake()
{
// For compatibility with the new prefab system, no longer childs to target:
//UnityEngine.Camera myCamera = GetComponent<UnityEngine.Camera>();
//if (myCamera != null) myCamera.transform.parent = target;
adjustQuaternion = Quaternion.identity;
}
private void Start()
{
originalRotation = transform.localRotation;
}
private void FixedUpdate()
{
Vector3 wantedPosition = target.TransformPoint(0, height, -distance);
// check to see if there is anything behind the target
RaycastHit hit;
Vector3 back = target.transform.TransformDirection(-1 * Vector3.forward);
// cast the bumper ray out from rear and check to see if there is anything behind
if (Physics.Raycast(target.TransformPoint(bumperRayOffset), back, out hit, bumperDistanceCheck)
&& hit.transform != target) // ignore ray-casts that hit the user. DR
{
// clamp wanted position to hit position
wantedPosition.x = hit.point.x;
wantedPosition.z = hit.point.z;
wantedPosition.y = Mathf.Lerp(hit.point.y + bumperCameraHeight, wantedPosition.y, Time.deltaTime * damping);
}
transform.position = Vector3.Lerp(transform.position, wantedPosition, Time.deltaTime * damping);
Vector3 lookPosition = target.TransformPoint(targetLookAtOffset);
if (smoothRotation)
{
Quaternion wantedRotation = Quaternion.LookRotation(lookPosition - transform.position, target.up);
transform.rotation = Quaternion.Slerp(transform.rotation, wantedRotation, Time.deltaTime * rotationDamping);
}
else
{
transform.rotation = Quaternion.LookRotation(lookPosition - transform.position, target.up);
}
transform.localRotation = originalRotation * adjustQuaternion;
}
}
}