first push!

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2026-02-20 17:53:43 +01:00
parent ab073a6a39
commit e723ab86b9
274 changed files with 89671 additions and 0 deletions

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using UnityEngine;
public class TPPCameraFollow : MonoBehaviour
{
[Header("Target Tracking")]
public Transform target; // Drag your Moving Cube here
public Vector3 offset = new Vector3(0f, 3f, -6f); // Behind and slightly above
[Header("Dynamics")]
public float smoothTime = 0.3f;
public float dynamicFOVSpeedMultiplier = 0.5f; // How much the FOV stretches based on speed
public float baseFOV = 60f;
private Vector3 _velocity = Vector3.zero;
private Camera _cam;
private float _currentSpeed;
private void Start()
{
_cam = GetComponent<Camera>();
if (RowingInputManager.Instance != null)
{
RowingInputManager.Instance.OnVelocityChanged += UpdateDynamicFOV;
}
}
private void UpdateDynamicFOV(float speed)
{
_currentSpeed = speed;
}
private void LateUpdate()
{
if (target == null) return;
// 1. Smoothly follow the target's position
Vector3 targetPosition = target.position + target.TransformDirection(offset);
transform.position = Vector3.SmoothDamp(transform.position, targetPosition, ref _velocity, smoothTime);
// 2. Look at the target
transform.LookAt(target.position + Vector3.up * 1.5f); // Look slightly above the base of the cube
// 3. The "Juice": Dynamically widen the FOV as you row faster (Speed Sense)
if (_cam != null)
{
float targetFOV = baseFOV + (_currentSpeed * dynamicFOVSpeedMultiplier);
_cam.fieldOfView = Mathf.Lerp(_cam.fieldOfView, targetFOV, Time.deltaTime * 2f);
}
}
}