I_wanna_be_a_Fox/Assets/Script/CameraFollow.cs

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C#
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using UnityEngine;
using System.Collections;
public class CameraFollow : MonoBehaviour
{
public Controller2D target;
public float verticalOffset;
public float lookAheadDstX;
public float lookSmoothTimeX;
public float verticalSmoothTime;
public Vector2 focusAreaSize;
FocusArea focusArea;
float currentLookAheadX;
float targetLookAheadX;
float lookAheadDirX;
float smoothLookVelocityX;
float smoothVelocityY;
bool lookAheadStopped;
void Start()
{
focusArea = new FocusArea(target.thisCollider.bounds, focusAreaSize);
}
void LateUpdate()
{
focusArea.Update(target.thisCollider.bounds);
Vector2 focusPosition = focusArea.centre + Vector2.up * verticalOffset;
if (focusArea.velocity.x != 0)
{
lookAheadDirX = Mathf.Sign(focusArea.velocity.x);
if (Mathf.Sign(target.playerInput.x) == Mathf.Sign(focusArea.velocity.x) && target.playerInput.x != 0)
{
lookAheadStopped = false;
targetLookAheadX = lookAheadDirX * lookAheadDstX;
}
else
{
if (!lookAheadStopped)
{
lookAheadStopped = true;
targetLookAheadX = currentLookAheadX + (lookAheadDirX * lookAheadDstX - currentLookAheadX) / 4f;
}
}
}
currentLookAheadX = Mathf.SmoothDamp(currentLookAheadX, targetLookAheadX, ref smoothLookVelocityX, lookSmoothTimeX);
focusPosition.y = Mathf.SmoothDamp(transform.position.y, focusPosition.y, ref smoothVelocityY, verticalSmoothTime);
focusPosition += Vector2.right * currentLookAheadX;
transform.position = (Vector3)focusPosition + Vector3.forward * -10;
}
void OnDrawGizmos()
{
Gizmos.color = new Color(1, 0, 0, .5f);
Gizmos.DrawCube(focusArea.centre, focusAreaSize);
}
struct FocusArea
{
public Vector2 centre;
public Vector2 velocity;
float left, right;
float top, bottom;
public FocusArea(Bounds targetBounds, Vector2 size)
{
left = targetBounds.center.x - size.x / 2;
right = targetBounds.center.x + size.x / 2;
bottom = targetBounds.min.y;
top = targetBounds.min.y + size.y;
velocity = Vector2.zero;
centre = new Vector2((left + right) / 2, (top + bottom) / 2);
}
public void Update(Bounds targetBounds)
{
float shiftX = 0;
if (targetBounds.min.x < left)
{
shiftX = targetBounds.min.x - left;
}
else if (targetBounds.max.x > right)
{
shiftX = targetBounds.max.x - right;
}
left += shiftX;
right += shiftX;
float shiftY = 0;
if (targetBounds.min.y < bottom)
{
shiftY = targetBounds.min.y - bottom;
}
else if (targetBounds.max.y > top)
{
shiftY = targetBounds.max.y - top;
}
top += shiftY;
bottom += shiftY;
centre = new Vector2((left + right) / 2, (top + bottom) / 2);
velocity = new Vector2(shiftX, shiftY);
}
}
}