meteorgame/Assets/Scripts/ModifiedUnityChan/ThirdPersonCamera.cs

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2021-03-18 15:56:10 +00:00
//
// Unityちゃん用の三人称カメラ
//
// 2013/06/07 N.Kobyasahi
//
using UnityEngine;
using System.Collections;
namespace UnityChan
{
public class ThirdPersonCamera : MonoBehaviour
{
public float smooth = 3f; // カメラモーションのスムーズ化用変数
Transform standardPos; // the usual position for the camera, specified by a transform in the game
Transform frontPos; // Front Camera locater
Transform jumpPos; // Jump Camera locater
// Sreed333
// Added this for additional lookAt position when holding RMB
Transform lookAt; // lookAt position
// Sreed33
// Removed this from logic to simplify code
// bool bQuickSwitch = false; //Change Camera Position Quickly
void Start()
{
// 各参照の初期化
standardPos = GameObject.Find("CamPos").transform;
if (GameObject.Find("FrontPos"))
frontPos = GameObject.Find("FrontPos").transform;
if (GameObject.Find("JumpPos"))
jumpPos = GameObject.Find("JumpPos").transform;
// Sreed33
// Added a position for a top-down view on the player
if (GameObject.Find("LookAtPos"))
lookAt = GameObject.Find("LookAtPos").transform;
//カメラをスタートする
transform.position = standardPos.position;
transform.forward = standardPos.forward;
}
void FixedUpdate() // このカメラ切り替えはFixedUpdate()内でないと正常に動かない
{
// Sreed33
// Make sure player controls are enabled
if (!UnityChan.UnityChanControlScriptWithRgidBody.controlsActive) return;
if (Input.GetButton("Fire1"))
{ // left Ctlr
// Change Front Camera
setCameraPositionFrontView();
}
else if (Input.GetButton("Fire2"))
{ //Alt
// Sreed33
// Call my function instead of setPositionJumpView
//setCameraPositionJumpView();
setLookAtView();
}
else
{
// return the camera to standard position and direction
setCameraPositionNormalView();
}
}
void setCameraPositionNormalView()
{
// if (bQuickSwitch == false) {
// the camera to standard position and direction
// print("False")
transform.position = Vector3.Lerp(transform.position, standardPos.position, Time.fixedDeltaTime * smooth);
// Sreed33
// Replace commented Vector3.Lerp with Quaternion.Lerp to rotate camera correctly when moving through portals
// + I did something similar in all the setCameraPosition functions
transform.rotation = Quaternion.Lerp(transform.rotation, standardPos.rotation, Time.fixedDeltaTime * smooth);
// transform.forward = Vector3.Lerp (transform.forward, standardPos.forward, Time.fixedDeltaTime * smooth);
// } else {
// the camera to standard position and direction / Quick Change
// transform.position = standardPos.position;
// transform.forward = standardPos.forward;
// bQuickSwitch = false;
// }
}
void setCameraPositionFrontView()
{
// Change Front Camera
// bQuickSwitch = true;
// Sreed33
// Replace commented frontPos.forward with Quaternion.Lerp to rotate camera according to gravity direction
transform.position = Vector3.Lerp(transform.position, frontPos.position, Time.fixedDeltaTime * smooth);
// transform.position = frontPos.position;
transform.rotation = Quaternion.Lerp(transform.rotation, frontPos.rotation, Time.fixedDeltaTime * smooth);
// transform.forward = frontPos.forward;
}
// Sreed33
// This function is no longer in use anywhere
void setCameraPositionJumpView()
{
// Change Jump Camera
// bQuickSwitch = false;
transform.position = Vector3.Lerp(transform.position, jumpPos.position, Time.fixedDeltaTime * smooth);
transform.forward = Vector3.Lerp(transform.forward, jumpPos.forward, Time.fixedDeltaTime * smooth);
}
// Sreed33
// Added function to change to top-down camera view
// Makes it easier to avoid meteors when there is a lot of them
void setLookAtView()
{
transform.position = Vector3.Lerp(transform.position, lookAt.position, Time.fixedDeltaTime * smooth);
transform.rotation = Quaternion.Lerp(transform.rotation, lookAt.rotation, Time.fixedDeltaTime * smooth);
}
}
}