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Having both mouse orbit and smooth follow work at the same time?
I am starting to make a game and i'm using a game controller to test it out. i need the the mouse to orbit the camera around my player but i can't get the camera to follow behind my player
my guess to the the problem is to take out the part that makes the camera follow behind from the script and put it into the mouse orbit. can you help me find it? here is the script. if you have any better ideas please share it
/// This camera is similar to the one used in Super Mario 64
/*
"Fire2" snaps the camera
*/
// The target we are following var target : Transform;
// The distance in the x-z plane to the target
var distance = 2.09;
// the height we want the camera to be above the target var height = 0.68;
var angularSmoothLag = 0.71; var angularMaxSpeed = 15.0;
var heightSmoothLag = 0.3;
var snapSmoothLag = 0.2; var snapMaxSpeed = 720.0;
var clampHeadPositionScreenSpace = 0.75;
var lockCameraTimeout = 0.06;
private var headOffset = Vector3.zero; private var centerOffset = Vector3.zero;
private var heightVelocity = 0.0; private var angleVelocity = 0.0; private var snap = false; private var controller : ThirdPersonController; private var targetHeight = 100000.0;
function Awake () { if (target) { controller = target.GetComponent(ThirdPersonController); }
if (controller)
{
var characterController : CharacterController = target.collider;
centerOffset = characterController.bounds.center - target.position;
headOffset = centerOffset;
headOffset.y = characterController.bounds.max.y - target.position.y;
}
else
Debug.Log("Please assign a target to the camera that has a ThirdPersonController script attached.");
Cut(target, centerOffset);
}
function DebugDrawStuff () { Debug.DrawLine(target.position, target.position + headOffset);
}
function AngleDistance (a : float, b : float) { a = Mathf.Repeat(a, 360); b = Mathf.Repeat(b, 360);
return Mathf.Abs(b - a);
}
function Apply (dummyTarget : Transform, dummyCenter : Vector3) { // Early out if we don't have a target if (!controller) return;
var targetCenter = target.position + centerOffset;
var targetHead = target.position + headOffset;
// DebugDrawStuff();
// Calculate the current & target rotation angles
var originalTargetAngle = target.eulerAngles.y;
var currentAngle = transform.eulerAngles.y;
// Adjust real target angle when camera is locked
var targetAngle = originalTargetAngle;
// When pressing Fire2 (alt) the camera will snap to the target direction real quick.
// It will stop snapping when it reaches the target
if (Input.GetButton("Fire2"))
snap = true;
if (snap)
{
// We are close to the target, so we can stop snapping now!
if (AngleDistance (currentAngle, originalTargetAngle) < 3.0)
snap = false;
currentAngle = Mathf.SmoothDampAngle(currentAngle, targetAngle, angleVelocity, snapSmoothLag, snapMaxSpeed);
}
// Normal camera motion
else
{
if (controller.GetLockCameraTimer () < lockCameraTimeout)
{
targetAngle = currentAngle;
}
// Lock the camera when moving backwards!
// * It is really confusing to do 180 degree spins when turning around.
if (AngleDistance (currentAngle, targetAngle) > 160 && controller.IsMovingBackwards ())
targetAngle += 180;
currentAngle = Mathf.SmoothDampAngle(currentAngle, targetAngle, angleVelocity, angularSmoothLag, angularMaxSpeed);
}
// When jumping don't move camera upwards but only down!
if (controller.IsJumping ())
{
// We'd be moving the camera upwards, do that only if it's really high
var newTargetHeight = targetCenter.y + height;
if (newTargetHeight < targetHeight || newTargetHeight - targetHeight > 5)
targetHeight = targetCenter.y + height;
}
// When walking always update the target height
else
{
targetHeight = targetCenter.y + height;
}
// Damp the height
currentHeight = transform.position.y;
currentHeight = Mathf.SmoothDamp (currentHeight, targetHeight, heightVelocity, heightSmoothLag);
// Convert the angle into a rotation, by which we then reposition the camera
currentRotation = Quaternion.Euler (0, currentAngle, 0);
// Set the position of the camera on the x-z plane to:
// distance meters behind the target
transform.position = targetCenter;
transform.position += currentRotation * Vector3.back * distance;
// Set the height of the camera
transform.position.y = currentHeight;
// Always look at the target
SetUpRotation(targetCenter, targetHead);
}
function LateUpdate () { Apply (transform, Vector3.zero); }
function Cut (dummyTarget : Transform, dummyCenter : Vector3) { var oldHeightSmooth = heightSmoothLag; var oldSnapMaxSpeed = snapMaxSpeed; var oldSnapSmooth = snapSmoothLag;
snapMaxSpeed = 10000;
snapSmoothLag = 0.001;
heightSmoothLag = 0.001;
snap = true;
Apply (transform, Vector3.zero);
heightSmoothLag = oldHeightSmooth;
snapMaxSpeed = oldSnapMaxSpeed;
snapSmoothLag = oldSnapSmooth;
}
function SetUpRotation (centerPos : Vector3, headPos : Vector3) { // Now it's getting hairy. The devil is in the details here, the big issue is jumping of course. // When jumping up and down we don't want to center the guy in screen space. // This is important to give a feel for how high you jump and avoiding large camera movements. //
// At the same time we dont want him to ever go out of screen and we want all rotations to be totally smooth. // // So here is what we will do: // // 1. We first find the rotation around the y axis. Thus he is always centered on the y-axis // 2. When grounded we make him be centered // 3. When jumping we keep the camera rotation but rotate the camera to get him back into view if his head is above some threshold // 4. When landing we smoothly interpolate towards centering him on screen var cameraPos = transform.position; var offsetToCenter = centerPos - cameraPos;
// Generate base rotation only around y-axis
var yRotation = Quaternion.LookRotation(Vector3(offsetToCenter.x, 0, offsetToCenter.z));
var relativeOffset = Vector3.forward * distance + Vector3.down * height;
transform.rotation = yRotation * Quaternion.LookRotation(relativeOffset);
// Calculate the projected center position and top position in world space
var centerRay = camera.ViewportPointToRay(Vector3(.5, 0.5, 1));
var topRay = camera.ViewportPointToRay(Vector3(.5, clampHeadPositionScreenSpace, 1));
var centerRayPos = centerRay.GetPoint(distance);
var topRayPos = topRay.GetPoint(distance);
var centerToTopAngle = Vector3.Angle(centerRay.direction, topRay.direction);
var heightToAngle = centerToTopAngle / (centerRayPos.y - topRayPos.y);
var extraLookAngle = heightToAngle * (centerRayPos.y - centerPos.y);
if (extraLookAngle < centerToTopAngle)
{
extraLookAngle = 0;
}
else
{
extraLookAngle = extraLookAngle - centerToTopAngle;
transform.rotation *= Quaternion.Euler(-extraLookAngle, 0, 0);
}
}
function GetCenterOffset () { return centerOffset; }
@script AddComponentMenu ("Third Person Camera/Smooth Follow Camera") @script RequireComponent (Camera)