111 lines
2.9 KiB
C#
111 lines
2.9 KiB
C#
// (c) Copyright HutongGames, LLC 2010-2013. All rights reserved.
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using UnityEngine;
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namespace HutongGames.PlayMaker.Actions
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{
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[ActionCategory(ActionCategory.Transform)]
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[Tooltip("Action version of Unity's Smooth Follow script.")]
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public class SmoothFollowAction : FsmStateAction
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{
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[RequiredField]
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[Tooltip("The game object to control. E.g. The camera.")]
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public FsmOwnerDefault gameObject;
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[Tooltip("The GameObject to follow.")]
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public FsmGameObject targetObject;
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[RequiredField]
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[Tooltip("The distance in the x-z plane to the target.")]
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public FsmFloat distance;
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[RequiredField]
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[Tooltip("The height we want the camera to be above the target")]
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public FsmFloat height;
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[RequiredField]
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[Tooltip("How much to dampen height movement.")]
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public FsmFloat heightDamping;
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[RequiredField]
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[Tooltip("How much to dampen rotation changes.")]
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public FsmFloat rotationDamping;
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// Cache for performance
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private GameObject cachedObject;
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private Transform myTransform;
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private GameObject cachedTarget;
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private Transform targetTransform;
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public override void Reset()
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{
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gameObject = null;
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targetObject = null;
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distance = 10f;
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height = 5f;
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heightDamping = 2f;
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rotationDamping = 3f;
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}
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public override void OnPreprocess()
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{
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Fsm.HandleLateUpdate = true;
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}
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public override void OnLateUpdate()
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{
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if (targetObject.Value == null)
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{
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return;
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}
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var go = Fsm.GetOwnerDefaultTarget(gameObject);
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if (go == null)
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{
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return;
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}
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if (cachedObject != go)
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{
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cachedObject = go;
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myTransform = go.transform;
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}
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if (cachedTarget != targetObject.Value)
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{
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cachedTarget = targetObject.Value;
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targetTransform = cachedTarget.transform;
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}
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// Calculate the current rotation angles
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var wantedRotationAngle = targetTransform.eulerAngles.y;
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var wantedHeight = targetTransform.position.y + height.Value;
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var currentRotationAngle = myTransform.eulerAngles.y;
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var currentHeight = myTransform.position.y;
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// Damp the rotation around the y-axis
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currentRotationAngle = Mathf.LerpAngle(currentRotationAngle, wantedRotationAngle, rotationDamping.Value * Time.deltaTime);
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// Damp the height
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currentHeight = Mathf.Lerp(currentHeight, wantedHeight, heightDamping.Value * Time.deltaTime);
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// Convert the angle into a rotation
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var currentRotation = Quaternion.Euler(0, currentRotationAngle, 0);
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// Set the position of the camera on the x-z plane to:
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// distance meters behind the target
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myTransform.position = targetTransform.position;
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myTransform.position -= currentRotation * Vector3.forward * distance.Value;
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// Set the height of the camera
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myTransform.position = new Vector3(myTransform.position.x, currentHeight, myTransform.position.z);
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// Always look at the target
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myTransform.LookAt(targetTransform);
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}
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}
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} |