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"Camera boom" positioning for a zero-G driving game.
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| using UnityEngine; | |
| public class BuggyCamFollow : MonoBehaviour | |
| { | |
| public BuggyInfo buggyInfo; | |
| [Header("ReferenceTransforms")] | |
| public Transform buggyTransform; | |
| public Transform cameraBoom; | |
| [Header("CameraPositions")] | |
| public Transform boomCamPos; | |
| public Transform camDirPos; | |
| ////Virtual Movement Transforms//// | |
| Vector3 virtBoomPos; | |
| Quaternion virtBoomRot; | |
| Vector3 virtCamPos; | |
| Quaternion virtCamLook; | |
| Vector3 _up; | |
| ////Smoothed Movement Transforms//// | |
| Vector3 smoothedBoomPos; | |
| Quaternion smoothedBoomRot; | |
| Vector3 smoothedCamPos; | |
| Quaternion smoothedCamLook; | |
| //////////////////////////////////// | |
| [Header("CurveStuff")] | |
| public bool useCurve; | |
| public AnimationCurve curve; | |
| float posLerpMutliplier = 15f; | |
| float rotLerpMultiplier = 5f; | |
| ////Cached Values/////////////////// | |
| bool _grounded; | |
| Vector3 _buggyVel; | |
| void FixedUpdate () | |
| { | |
| _grounded = buggyInfo.GetGroundState(); | |
| _buggyVel = buggyInfo.GetVelocity(); | |
| //////////////////////////// | |
| //////////////////////////// | |
| VirtualMovement(); | |
| if (useCurve) SmoothingMovement(); | |
| FinalActions(); | |
| //////////////////////////// | |
| //////////////////////////// | |
| } | |
| void VirtualMovement() | |
| { | |
| virtBoomPos = buggyTransform.position; //Updates to new position | |
| if (_grounded) _up = buggyTransform.up; | |
| else _up = Vector3.up; | |
| virtBoomRot = Quaternion.LookRotation(_buggyVel.normalized, _up); //Boom looks at the way the buggy is going | |
| virtCamPos = boomCamPos.position; | |
| virtCamLook = Quaternion.LookRotation(camDirPos.position - virtCamPos); | |
| } | |
| void SmoothingMovement() | |
| { | |
| cameraBoom.position = virtBoomPos; //This doesn't need to be smoothed | |
| cameraBoom.rotation = Quaternion.Lerp(cameraBoom.rotation, virtBoomRot, SpeedToLerpRate() * rotLerpMultiplier); | |
| //smoothedCamPos = virtCamPos; //Unsmoothed Version | |
| smoothedCamPos = Vector3.Lerp(smoothedCamPos, virtCamPos, SpeedToLerpRate() * posLerpMutliplier); | |
| smoothedCamLook = virtCamLook; | |
| } | |
| void FinalActions() | |
| { | |
| transform.position = smoothedCamPos; | |
| transform.rotation = smoothedCamLook; | |
| } | |
| float SpeedToLerpRate() | |
| { | |
| return curve.Evaluate(buggyInfo.GetSpeed()) * Time.deltaTime; | |
| } | |
| } |
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