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109 lines
3.9 KiB
C#

4 years ago
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
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[RequireComponent(typeof(Camera))]
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public class CameraController : MonoBehaviour {
public Transform player;
public float maxAcceleration = 1f;
public float maxVelocity = 10f;
private Frame frame;
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// the camera's ideal position, which we will continually move towards but
// not necessarily snap to (to avoid jerky camera motion)
private Vector3 targetPosition;
private Vector3 velocity = Vector3.zero;
public float smoothTime = 0.0025f;
// private Vector3 acceleration = Vector3.zero;
// the values of position, velocity, and acceleration last frame
// private Vector3 lastPosition = Vector3.zero;
// private Vector3 lastVelocity = Vector3.zero;
// private Vector3 lastAcceleration = Vector3.zero;
private Camera cam;
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// Start is called before the first frame update
void Start() {
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cam = gameObject.GetComponent<Camera>();
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}
void Update() {
}
// LateUpdate is called once per frame, after Update
void LateUpdate() {
if (!player) {
return;
}
setupFrame();
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targetPosition = transform.position;
BoxCollider2D collider = player.GetComponent<BoxCollider2D>();
if (collider.bounds.max.x > frame.topRight.x) {
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targetPosition.x += collider.bounds.max.x - frame.topRight.x;
} else if (collider.bounds.min.x < frame.topLeft.x) {
targetPosition.x += collider.bounds.min.x - frame.topLeft.x;
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}
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if (collider.bounds.max.y > frame.topLeft.y) {
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targetPosition.y += collider.bounds.max.y - frame.topLeft.y;
} else if (collider.bounds.min.y < frame.bottomLeft.y) {
targetPosition.y += collider.bounds.min.y - frame.bottomLeft.y;
}
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transform.position = Vector3.SmoothDamp(transform.position, targetPosition, ref velocity, smoothTime);
// lastPosition = transform.position;
// lastVelocity = velocity;
// lastAcceleration = acceleration;
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}
void OnDrawGizmosSelected() {
// setupFrame();
Gizmos.color = Color.white;
Gizmos.DrawLine(frame.topLeft, frame.topRight);
Gizmos.DrawLine(frame.topRight, frame.bottomRight);
Gizmos.DrawLine(frame.bottomRight, frame.bottomLeft);
Gizmos.DrawLine(frame.bottomLeft, frame.topLeft);
if (player) {
BoxCollider2D collider = player.GetComponent<BoxCollider2D>();
Gizmos.color = Color.red;
if (collider.bounds.max.x > frame.topRight.x) {
Gizmos.DrawLine(frame.topRight, frame.bottomRight);
}
if (collider.bounds.min.x < frame.topLeft.x) {
Gizmos.DrawLine(frame.bottomLeft, frame.topLeft);
}
if (collider.bounds.max.y > frame.topLeft.y) {
Gizmos.DrawLine(frame.topLeft, frame.topRight);
}
if (collider.bounds.min.y < frame.bottomLeft.y) {
Gizmos.DrawLine(frame.bottomRight, frame.bottomLeft);
}
}
}
void setupFrame() {
int height = Screen.height;
int width = Screen.width;
frame.topLeft = cam.ScreenToWorldPoint(new Vector3(width / 2 - width / 9, height / 2 + height / 5, 1));
frame.topRight = cam.ScreenToWorldPoint(new Vector3(width / 2 + width / 9, height / 2 + height / 5, 1));
frame.bottomLeft = cam.ScreenToWorldPoint(new Vector3(width / 2 - width / 9, height / 2 - height / 5, 1));
frame.bottomRight = cam.ScreenToWorldPoint(new Vector3(width / 2 + width / 9, height / 2 - height / 5, 1));
}
struct Frame {
public Vector3 topLeft;
public Vector3 topRight;
public Vector3 bottomLeft;
public Vector3 bottomRight;
}
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}