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Question by
vladtehnik · Jun 24, 2018 at 02:34 PM ·
camera-movementcamera-look
I need help with my camera script
I am making a game like Gta multiplayer, I've written/modified/copied scripts, but this one messes with me bad. Basically, the script is supposed to orbit around the character smoothly and direct it towards the direction the camera is looking at. Everything works fine on one character, but on the other two, the point in direction part does not work. I've tried to make separate scripts, change the cameras, but nothing worked. Here's the script:
using UnityEngine;
using UnityEngine;
using System.Collections;
public class CamA : MonoBehaviour
{
public Transform target;
public float distance = 2.0f;
public float xSpeed = 20.0f;
public float ySpeed = 20.0f;
public float yMinLimit = -90f;
public float yMaxLimit = 90f;
public float distanceMin = 10f;
public float distanceMax = 10f;
public float smoothTime = 2f;
float rotationYAxis = 0.0f;
float rotationXAxis = 0.0f;
float velocityX = 0.0f;
float velocityY = 0.0f;
void Start()
{
Vector3 angles = transform.eulerAngles;
rotationYAxis = angles.y;
rotationXAxis = angles.x;
if (GetComponent<Rigidbody>())
{
GetComponent<Rigidbody>().freezeRotation = true;
}
}
void LateUpdate()
{
if (target)
{
if (target)
{
velocityX += xSpeed * Input.GetAxis("Mouse X") * distance * 0.02f;
velocityY += ySpeed * Input.GetAxis("Mouse Y") * 0.02f;
}
rotationYAxis += velocityX;
rotationXAxis -= velocityY;
rotationXAxis = ClampAngle(rotationXAxis, yMinLimit, yMaxLimit);
Quaternion fromRotation = Quaternion.Euler(transform.rotation.eulerAngles.x, transform.rotation.eulerAngles.y, 0);
Quaternion toRotation = Quaternion.Euler(rotationXAxis, rotationYAxis, 0);
Quaternion rotation = toRotation;
distance = Mathf.Clamp(distance - Input.GetAxis("Mouse ScrollWheel") * 5, distanceMin, distanceMax);
RaycastHit hit;
if (Physics.Linecast(target.position, transform.position, out hit))
{
distance -= hit.distance;
}
Vector3 negDistance = new Vector3(0.0f, 0.0f, -distance);
Vector3 position = rotation * negDistance + target.position;
transform.rotation = rotation;
transform.position = position;
velocityX = Mathf.Lerp(velocityX, 0, Time.deltaTime * smoothTime);
velocityY = Mathf.Lerp(velocityY, 0, Time.deltaTime * smoothTime);
}
}
public static float ClampAngle(float angle, float min, float max)
{
if (angle < -360F)
angle += 360F;
if (angle > 360F)
angle -= 360F;
return Mathf.Clamp(angle, min, max);
}
}
Comment
Could you format your code correctly so its easier to read and test?
Sorry, this is my first post here, I didn't know how to make it so it can be readable, but somehow I did it