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ThirdPersonCamera

onzulin Sep 22nd, 2019 80 Never
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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4.  
  5. public class ThirdPersonCamera : MonoBehaviour
  6. {
  7.     //offset va a ser la distancia entre la camara y la esfera que es nuestro player
  8.     public Vector3 offset;
  9.     private Transform target;
  10.     [Range(0,1)] public float lerpValue;
  11.     public GameObject Player;
  12.     public GameObject referencia;
  13.     public Vector3 distancia;
  14.     public string controlInvertido;
  15.     // Start is called before the first frame update
  16.     void Start()
  17.     {
  18.         target = GameObject.FindWithTag("Player").transform;
  19.     }
  20.  
  21.     // Update is called once per frame
  22.     void Update()
  23.     {
  24.        
  25.     }
  26.     //M├ętodo de Unity que lo que hace es ejecutarse al final de cada fotograma
  27.     private void LateUpdate()
  28.     {
  29.         transform.position = Vector3.Lerp(transform.position, target.position + offset, lerpValue);
  30.         transform.LookAt(target);
  31.  
  32.         //Eje Y vista izquierda y derecha
  33.         // Tengo que arreglar esto para el principio Don't Repeat your self
  34.         offset = Quaternion.AngleAxis(Input.GetAxis("Mouse X") * 2, Vector3.up) * offset;
  35.         transform.position = target.transform.position + offset;
  36.         transform.LookAt(target.transform.position);
  37.         /*
  38.         offset = Quaternion.AngleAxis(Input.GetAxis("Joystick 4") * 2, Vector3.up) * offset;
  39.         transform.position = target.transform.position + offset;
  40.         transform.LookAt(target.transform.position);
  41.         */
  42.         //Eje X vista hacia abajo y arriba
  43.         offset = Quaternion.AngleAxis(Input.GetAxis("Mouse Y") * 2, -Vector3.right) * offset;
  44.         transform.position = target.transform.position + offset;
  45.         transform.LookAt(target.transform.position);
  46.         Debug.Log("vista eje X: " + offset);
  47.         /*
  48.         offset = Quaternion.AngleAxis(Input.GetAxis("Joystick 5") * 2, -Vector3.right) * offset;
  49.         transform.position = target.transform.position + offset;
  50.         transform.LookAt(target.transform.position);
  51.         */
  52.         //referencia para que los controles esten bien rotados
  53.         Vector3 copiaRotacion = new Vector3(0, transform.eulerAngles.y, 0);
  54.         referencia.transform.eulerAngles = copiaRotacion;
  55.  
  56.     }
  57. }
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