caméra Suivre l'unité de la voiture
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CameraFollow : MonoBehaviour
{
public Transform target; // child object of your car
public float distance = 20.0f; // distance of camera from car
public float height = 5.0f; // Camera height
public float heightDamping = 2.0f; // smoothness
public float xOffset = 0;
public float lookAtHeight = 0.0f;
public Rigidbody parentRigidbody; // Car
public float rotationSnapTime = 0.3F;
public float distanceSnapTime;
public float distanceMultiplier;
private Vector3 lookAtVector;
private float usedDistance;
float wantedRotationAngle;
float wantedHeight;
float currentRotationAngle;
float currentHeight;
Quaternion currentRotation;
Vector3 wantedPosition;
private float yVelocity = 0.0F;
private float zVelocity = 0.0F;
void Start()
{
lookAtVector = new Vector3(0, lookAtHeight, 0);
}
void LateUpdate()
{
wantedHeight = target.position.y + height;
currentHeight = transform.position.y;
wantedRotationAngle = target.eulerAngles.y;
currentRotationAngle = transform.eulerAngles.y;
currentRotationAngle = Mathf.SmoothDampAngle(currentRotationAngle, wantedRotationAngle, ref yVelocity, rotationSnapTime);
currentHeight = Mathf.Lerp(currentHeight, wantedHeight, heightDamping * Time.deltaTime);
wantedPosition = target.position;
wantedPosition.y = currentHeight;
wantedPosition.x = target.position.x + xOffset;
usedDistance = Mathf.SmoothDampAngle(usedDistance, distance + (parentRigidbody.velocity.magnitude * distanceMultiplier), ref zVelocity, distanceSnapTime);
wantedPosition += Quaternion.Euler(0, currentRotationAngle, 0) * new Vector3(0, 0, -usedDistance);
transform.position = wantedPosition;
transform.LookAt(target.position + lookAtVector);
}
}
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