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- using System;
- using UnityEngine;
- #if UNITY_EDITOR
- #endif
- namespace UnityStandardAssets.Cameras
- {
- [ExecuteInEditMode]
- public class AutoCam : PivotBasedCameraRig
- {
- [SerializeField] private float m_MoveSpeed = 3; // How fast the rig will move to keep up with target's position
- [SerializeField] private float m_TurnSpeed = 1; // How fast the rig will turn to keep up with target's rotation
- [SerializeField] private float m_RollSpeed = 0.2f;// How fast the rig will roll (around Z axis) to match target's roll.
- [SerializeField] private bool m_FollowVelocity = false;// Whether the rig will rotate in the direction of the target's velocity.
- [SerializeField] private bool m_FollowTilt = true; // Whether the rig will tilt (around X axis) with the target.
- [SerializeField] private float m_SpinTurnLimit = 90;// The threshold beyond which the camera stops following the target's rotation. (used in situations where a car spins out, for example)
- [SerializeField] private float m_TargetVelocityLowerLimit = 4f;// the minimum velocity above which the camera turns towards the object's velocity. Below this we use the object's forward direction.
- [SerializeField] private float m_SmoothTurnTime = 0.2f; // the smoothing for the camera's rotation
- private float m_LastFlatAngle; // The relative angle of the target and the rig from the previous frame.
- private float m_CurrentTurnAmount; // How much to turn the camera
- private float m_TurnSpeedVelocityChange; // The change in the turn speed velocity
- private Vector3 m_RollUp = Vector3.up;// The roll of the camera around the z axis ( generally this will always just be up )
- protected override void FollowTarget(float deltaTime)
- {
- // if no target, or no time passed then we quit early, as there is nothing to do
- if (!(deltaTime > 0) || m_Target == null)
- {
- return;
- }
- // initialise some vars, we'll be modifying these in a moment
- var targetForward = m_Target.forward;
- var targetUp = m_Target.up;
- if (m_FollowVelocity && Application.isPlaying)
- {
- // in follow velocity mode, the camera's rotation is aligned towards the object's velocity direction
- // but only if the object is traveling faster than a given threshold.
- if (targetRigidbody.velocity.magnitude > m_TargetVelocityLowerLimit)
- {
- // velocity is high enough, so we'll use the target's velocty
- targetForward = targetRigidbody.velocity.normalized;
- targetUp = Vector3.up;
- }
- else
- {
- targetUp = Vector3.up;
- }
- m_CurrentTurnAmount = Mathf.SmoothDamp(m_CurrentTurnAmount, 1, ref m_TurnSpeedVelocityChange, m_SmoothTurnTime);
- }
- else
- {
- // we're in 'follow rotation' mode, where the camera rig's rotation follows the object's rotation.
- // This section allows the camera to stop following the target's rotation when the target is spinning too fast.
- // eg when a car has been knocked into a spin. The camera will resume following the rotation
- // of the target when the target's angular velocity slows below the threshold.
- var currentFlatAngle = Mathf.Atan2(targetForward.x, targetForward.z)*Mathf.Rad2Deg;
- if (m_SpinTurnLimit > 0)
- {
- var targetSpinSpeed = Mathf.Abs(Mathf.DeltaAngle(m_LastFlatAngle, currentFlatAngle))/deltaTime;
- var desiredTurnAmount = Mathf.InverseLerp(m_SpinTurnLimit, m_SpinTurnLimit*0.75f, targetSpinSpeed);
- var turnReactSpeed = (m_CurrentTurnAmount > desiredTurnAmount ? .1f : 1f);
- if (Application.isPlaying)
- {
- m_CurrentTurnAmount = Mathf.SmoothDamp(m_CurrentTurnAmount, desiredTurnAmount,
- ref m_TurnSpeedVelocityChange, turnReactSpeed);
- }
- else
- {
- // for editor mode, smoothdamp won't work because it uses deltaTime internally
- m_CurrentTurnAmount = desiredTurnAmount;
- }
- }
- else
- {
- m_CurrentTurnAmount = 1;
- }
- m_LastFlatAngle = currentFlatAngle;
- }
- // camera position moves towards target position:
- transform.position = Vector3.Lerp(transform.position, m_Target.position, deltaTime*m_MoveSpeed);
- // camera's rotation is split into two parts, which can have independend speed settings:
- // rotating towards the target's forward direction (which encompasses its 'yaw' and 'pitch')
- if (!m_FollowTilt)
- {
- targetForward.y = 0;
- if (targetForward.sqrMagnitude < float.Epsilon)
- {
- targetForward = transform.forward;
- }
- }
- var rollRotation = Quaternion.LookRotation(targetForward, m_RollUp);
- // and aligning with the target object's up direction (i.e. its 'roll')
- m_RollUp = m_RollSpeed > 0 ? Vector3.Slerp(m_RollUp, targetUp, m_RollSpeed*deltaTime) : Vector3.up;
- transform.rotation = Quaternion.Lerp(transform.rotation, rollRotation, m_TurnSpeed*m_CurrentTurnAmount*deltaTime);
- }
- }
- }
|