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- private Vector2 m_Velocity;
- public float m_SmoothTimeY;
- public float m_SmoothTimeX;
- public Transform m_Player;
- public Transform m_Player2;
- float posX;
- float posY;
- Camera m_cam;
- FixedUpdate()
- {
- //Half distance between player 1 and 2
- float m_half_Distance = Vector2.Distance(m_Player.position, m_Player2.position) * 0.5f;
- //Blah blah
- Vector2 m_New_Camera_Pos = ((m_Player2.position - m_Player.position).normalized * m_half_Distance) + m_Player.position;
- //Det här gör så att kameran laggar efter lite och gör en smooth transition när den ändrar håll. Mathf.SmoothDamp
- posX = Mathf.SmoothDamp(transform.position.x, m_New_Camera_Pos.x, ref m_Velocity.x, m_SmoothTimeX);
- posY = Mathf.SmoothDamp(transform.position.y, m_New_Camera_Pos.y, ref m_Velocity.y, m_SmoothTimeY);
- transform.position = new Vector3(posX, posY, transform.position.z);
- }
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