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Question by yosh 1 · Jan 20, 2011 at 07:46 AM · characterrotatefollow

rotate and follow x position the character walking

common camera is follow the object. what i want to do is, when character walk, the camera just rotate. but the camera has limit 20degree. after reach the limit camera start follow x position the character walking. then if character turn back, the camera start rotate again. and follow the x position.

sory for my bad english, hope someone understand what i want to do.

here is my code

var target : Transform; var distance = 5.0; var damping = 6.0; var xSpeed = 250.0; var ySpeed = 120.0;

var xMinLimit = -20; var xMaxLimit = 80; var yMinLimit = -20; var yMaxLimit = 80; var zMinLimit = -20; var zMaxLimit = 80;

var zoomRate = 20;

private var x = 0.0; private var y = 0.0; private var originalRotation: Vector3; var xConstraint = 20; var yConstraint = 20; var diffX : float; var currentPosition : Vector3; function Start () { var angles = transform.eulerAngles; x = angles.y; y = angles.x; originalRotation = transform.rotation.eulerAngles; currentPosition = transform.position; // Make the rigid body not change rotation if (rigidbody) rigidbody.freezeRotation = true; }

function LateUpdate () {

 if (target) {
     //get different angle when object translate
     var diff = originalRotation.y - transform.rotation.eulerAngles.y;
     currentPosition = transform.position;
     //limit the angle
     if ((diff >= -20) && (diff <= 20)) {
         //if not limit rotate camera
         var rotation = Quaternion.LookRotation(target.position - transform.position);
         transform.rotation = Quaternion.Slerp(transform.rotation, rotation, Time.deltaTime * damping);
         diffX = transform.position.x - target.position.x;
         Debug.Log("rotate");
     }
     //if over than limit translate the posision
     else {

         var position =  Vector3(diffX + target.position.x, transform.position.y, transform.position.z);
         var pos = (position.x - currentPosition.x) * 100;
         //get object turn left or right
        if ((pos <= -1) && (position.x < currentPosition.x)) {
             //rotate again
             transform.rotation.eulerAngles.y += 1;
         }
         else if ((pos >= 1) && (position.x > currentPosition.x)) {
             transform.rotation.eulerAngles.y -= 1;
         }
         transform.position = position;

     }
     Debug.Log("pos");
 }

}

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