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| 1 | //****** Donations are greatly appreciated. ****** | |
| 2 | //****** You can donate directly to Jesse through paypal at https://www.paypal.me/JEtzler ****** | |
| 3 | Cloned script from https://www.youtube.com/watch?v=gXx26EQ-qZk | |
| 4 | ||
| 5 | var target:Transform; // Target to follow | |
| 6 | var targetHeight = 1.7; // Vertical offset adjustment | |
| 7 | var distance = 12.0; // Default Distance | |
| 8 | var offsetFromWall = 0.1; // Bring camera away from any colliding objects | |
| 9 | var maxDistance = 20; // Maximum zoom Distance | |
| 10 | var minDistance = 0.6; // Minimum zoom Distance | |
| 11 | var xSpeed = 200.0; // Orbit speed (Left/Right) | |
| 12 | var ySpeed = 200.0; // Orbit speed (Up/Down) | |
| 13 | var yMinLimit = -80; // Looking up limit | |
| 14 | var yMaxLimit = 80; // Looking down limit | |
| 15 | var zoomRate = 40; // Zoom Speed | |
| 16 | var rotationDampening = 3.0; // Auto Rotation speed (higher = faster) | |
| 17 | var zoomDampening = 5.0; // Auto Zoom speed (Higher = faster) | |
| 18 | var collisionLayers:LayerMask = -1; // What the camera will collide with | |
| 19 | var lockToRearOfTarget = false; // Lock camera to rear of target | |
| 20 | var allowMouseInputX = true; // Allow player to control camera angle on the X axis (Left/Right) | |
| 21 | var allowMouseInputY = true; // Allow player to control camera angle on the Y axis (Up/Down) | |
| 22 | ||
| 23 | private var xDeg = 0.0; | |
| 24 | private var yDeg = 0.0; | |
| 25 | private var currentDistance; | |
| 26 | private var desiredDistance; | |
| 27 | private var correctedDistance; | |
| 28 | private var rotateBehind = false; | |
| 29 | ||
| 30 | ||
| 31 | @script AddComponentMenu("Camera-Control/Third Person Camera Orbit (MMORPG Like)")
| |
| 32 | ||
| 33 | function Start () | |
| 34 | {
| |
| 35 | var angles:Vector3 = transform.eulerAngles; | |
| 36 | xDeg = angles.x; | |
| 37 | yDeg = angles.y; | |
| 38 | currentDistance = distance; | |
| 39 | desiredDistance = distance; | |
| 40 | correctedDistance = distance; | |
| 41 | ||
| 42 | // Make the rigid body not change rotation | |
| 43 | if (rigidbody) | |
| 44 | rigidbody.freezeRotation = true; | |
| 45 | ||
| 46 | if (lockToRearOfTarget) | |
| 47 | rotateBehind = true; | |
| 48 | } | |
| 49 | ||
| 50 | //Only Move camera after everything else has been updated | |
| 51 | function LateUpdate () | |
| 52 | {
| |
| 53 | ||
| 54 | ||
| 55 | ||
| 56 | // Don't do anything if target is not defined | |
| 57 | if (!target) | |
| 58 | return; | |
| 59 | ||
| 60 | var vTargetOffset:Vector3; | |
| 61 | ||
| 62 | ||
| 63 | // If either mouse buttons are down, let the mouse govern camera position | |
| 64 | if (GUIUtility.hotControl == 0) | |
| 65 | {
| |
| 66 | if (Input.GetMouseButton(0) || Input.GetMouseButton(1)) | |
| 67 | {
| |
| 68 | //Check to see if mouse input is allowed on the axis | |
| 69 | if (allowMouseInputX) | |
| 70 | xDeg += Input.GetAxis ("Mouse X") * xSpeed * 0.02;
| |
| 71 | else | |
| 72 | RotateBehindTarget(); | |
| 73 | if (allowMouseInputY) | |
| 74 | yDeg -= Input.GetAxis ("Mouse Y") * ySpeed * 0.02;
| |
| 75 | ||
| 76 | //Interrupt rotating behind if mouse wants to control rotation | |
| 77 | if (!lockToRearOfTarget) | |
| 78 | rotateBehind = false; | |
| 79 | } | |
| 80 | ||
| 81 | // otherwise, ease behind the target if any of the directional keys are pressed | |
| 82 | else if (Input.GetAxis("Vertical") != 0 || Input.GetAxis("Horizontal") != 0 || rotateBehind)
| |
| 83 | {
| |
| 84 | //RotateBehindTarget(); | |
| 85 | } | |
| 86 | } | |
| 87 | yDeg = ClampAngle (yDeg, yMinLimit, yMaxLimit); | |
| 88 | ||
| 89 | // Set camera rotation | |
| 90 | var rotation:Quaternion = Quaternion.Euler (yDeg, xDeg, 0); | |
| 91 | ||
| 92 | // Calculate the desired distance | |
| 93 | desiredDistance -= Input.GetAxis ("Mouse ScrollWheel") * Time.deltaTime * zoomRate * Mathf.Abs (desiredDistance);
| |
| 94 | desiredDistance = Mathf.Clamp (desiredDistance, minDistance, maxDistance); | |
| 95 | correctedDistance = desiredDistance; | |
| 96 | ||
| 97 | // Calculate desired camera position | |
| 98 | vTargetOffset = Vector3 (0, -targetHeight, 0); | |
| 99 | var position:Vector3 = target.position - (rotation * Vector3.forward * desiredDistance + vTargetOffset); | |
| 100 | ||
| 101 | // Check for collision using the true target's desired registration point as set by user using height | |
| 102 | var collisionHit:RaycastHit; | |
| 103 | var trueTargetPosition:Vector3 = Vector3 (target.position.x, target.position.y + targetHeight, target.position.z); | |
| 104 | ||
| 105 | // If there was a collision, correct the camera position and calculate the corrected distance | |
| 106 | var isCorrected = false; | |
| 107 | if (Physics.Linecast (trueTargetPosition, position, collisionHit, collisionLayers)) | |
| 108 | {
| |
| 109 | // Calculate the distance from the original estimated position to the collision location, | |
| 110 | // subtracting out a safety "offset" distance from the object we hit. The offset will help | |
| 111 | // keep the camera from being right on top of the surface we hit, which usually shows up as | |
| 112 | // the surface geometry getting partially clipped by the camera's front clipping plane. | |
| 113 | correctedDistance = Vector3.Distance (trueTargetPosition, collisionHit.point) - offsetFromWall; | |
| 114 | isCorrected = true; | |
| 115 | } | |
| 116 | ||
| 117 | // For smoothing, lerp distance only if either distance wasn't corrected, or correctedDistance is more than currentDistance | |
| 118 | currentDistance = !isCorrected || correctedDistance > currentDistance ? Mathf.Lerp (currentDistance, correctedDistance, Time.deltaTime * zoomDampening) : correctedDistance; | |
| 119 | ||
| 120 | // Keep within limits | |
| 121 | currentDistance = Mathf.Clamp (currentDistance, minDistance, maxDistance); | |
| 122 | ||
| 123 | // Recalculate position based on the new currentDistance | |
| 124 | position = target.position - (rotation * Vector3.forward * currentDistance + vTargetOffset); | |
| 125 | ||
| 126 | //Finally Set rotation and position of camera | |
| 127 | transform.rotation = rotation; | |
| 128 | transform.position = position; | |
| 129 | } | |
| 130 | ||
| 131 | function RotateBehindTarget() | |
| 132 | {
| |
| 133 | var targetRotationAngle:float = target.eulerAngles.y; | |
| 134 | var currentRotationAngle:float = transform.eulerAngles.y; | |
| 135 | xDeg = Mathf.LerpAngle (currentRotationAngle, targetRotationAngle, rotationDampening * Time.deltaTime); | |
| 136 | ||
| 137 | // Stop rotating behind if not completed | |
| 138 | if (targetRotationAngle == currentRotationAngle) | |
| 139 | {
| |
| 140 | if (!lockToRearOfTarget) | |
| 141 | rotateBehind = false; | |
| 142 | } | |
| 143 | else | |
| 144 | rotateBehind = true; | |
| 145 | ||
| 146 | } | |
| 147 | ||
| 148 | ||
| 149 | static function ClampAngle (angle : float, min : float, max : float) | |
| 150 | {
| |
| 151 | if (angle < -360) | |
| 152 | angle += 360; | |
| 153 | if (angle > 360) | |
| 154 | angle -= 360; | |
| 155 | return Mathf.Clamp (angle, min, max); | |
| 156 | } |