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); } } }