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