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Feb 25th, 2017
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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4.  
  5. public class camera : MonoBehaviour {
  6. public GameObject[] players;
  7. public Vector2 playerCenter;
  8. public float minX, maxX;
  9. public float minY, maxY;
  10. void LateUpdate ()
  11. {
  12. transform.position = new Vector3(playerCenter.x, playerCenter.y, -10);
  13. //GetComponent<Camera>().orthographicSize = playerSpace.width * playerSpace.height;
  14. playerCenter = new Vector2(players[1].transform.position.x + (players[2].transform.position.x + players[3].transform.position.x + players[0].transform.position.x) / 4, (players[1].transform.position.y + players[2].transform.position.y + players[3].transform.position.y + players[0].transform.position.y) / 4);
  15. //if(players[0].transform.position.x > players[1].transform.position.x && players[0].transform.position.x > players[2].transform.position.x && players[0].transform.position.x > players[3].transform.position.x)
  16. for(int i = 0; i < players.Length; i++)
  17. {
  18. if (players[i].transform.position.x < minX) minX = players[i].transform.position.x;
  19. if (players[i].transform.position.y < minY) minY = players[i].transform.position.y;
  20. if (players[i].transform.position.x > maxX) maxX = players[i].transform.position.x;
  21. if (players[i].transform.position.y > maxY) maxY = players[i].transform.position.y;
  22. if (players[1].transform.position.x < minX && players[0].transform.position.x < minX && players[2].transform.position.x < minX && players[3].transform.position.x < minX) minX += 0.1f;
  23. if (players[1].transform.position.x < maxX && players[0].transform.position.x < maxX && players[2].transform.position.x < maxX && players[3].transform.position.x < maxX) maxX -= 0.1f;
  24. if (players[1].transform.position.y < minY && players[0].transform.position.y < minY && players[2].transform.position.y < minY && players[3].transform.position.y < minY) minY += 0.1f;
  25. if (players[1].transform.position.y < maxY && players[0].transform.position.y < maxY && players[2].transform.position.y < maxY && players[3].transform.position.y < maxY) maxY -= 0.1f;
  26.  
  27. }
  28. }
  29.  
  30. }
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