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- public Transform Follower;
- public Transform Player;
- public float speed;
- private float DistanceX;
- private float DistanceY;
- private float DistanceZ;
- public float Distance;
- // Use this for initialization
- void Start () {
- Follower.GetComponent<Rigidbody>();
- Follower.localRotation = Quaternion.Euler(0, Player.localRotation.y +90, 0);
- }
- // Update is called once per frame
- void Update () {
- if (Input.GetAxis("Horizontal") < -0.1)
- {
- Follower.rotation = Quaternion.Slerp(Follower.transform.rotation, Quaternion.Euler(0, Player.transform.rotation.y - 90, 0), Time.deltaTime*speed);
- }
- else if (Input.GetAxis("Horizontal") > 0.1)
- {
- Follower.rotation = Quaternion.Slerp(Follower.transform.rotation, Quaternion.Euler(0, Player.transform.rotation.y +90, 0), Time.deltaTime * speed);
- }
- //Distance From Player
- Follower.transform.position = Player.transform.position;
- DistanceX = Follower.transform.eulerAngles.x;
- DistanceY = Follower.transform.eulerAngles.y;
- DistanceZ = Follower.transform.eulerAngles.z;
- Quaternion CurrentRotation = Quaternion.Euler(DistanceX, DistanceY, 0);
- Follower.transform.position += CurrentRotation * Vector3.back * Distance;
- Follower.transform.LookAt(Player);
- }
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