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Camera View Block
So my camera DOES indeed have a viewblock which works perfectly (stops the camera from seeing through objects), but the problem I'm having is this. My character has a sword attack where he spins in a circle and slashes. The problem is, because the camera is parented to the character, not the sword, it will zoom into the character (for about a frame) when the sword gets too close to the camera. Any tips? Scipt:
var target : Transform; var targetHeight = 2.0; var distance = 2.8; var maxDistance = 34; var minDistance = 34; var xSpeed = 250.0; var ySpeed = 120.0; var yMinLimit = -40; var yMaxLimit = 80; var zoomRate = 20; var rotationDampening = 50; private var x = 0.0; private var y = 0.0;
@script AddComponentMenu("Camera-Control/WoW Camera")
function Start () { var angles = transform.eulerAngles; x = angles.y; y = angles.x;
// Make the rigid body not change rotation if (rigidbody) rigidbody.freezeRotation = true; }
function LateUpdate () { if(!target) return;
// If either mouse buttons are down, let them govern camera position if (Input.GetMouseButton(0) || (Input.GetMouseButton(1))){ x += Input.GetAxis("Mouse X") xSpeed 0.02; y -= Input.GetAxis("Mouse Y") ySpeed 0.02;
// otherwise, ease behind the target if any of the directional keys are pressed } else if(Input.GetAxis("Vertical") || Input.GetAxis("Horizontal")) { var targetRotationAngle = target.eulerAngles.y; var currentRotationAngle = transform.eulerAngles.y; x = Mathf.LerpAngle(currentRotationAngle, targetRotationAngle, rotationDampening * Time.deltaTime); }
distance -= (Input.GetAxis("Mouse ScrollWheel") Time.deltaTime) zoomRate * Mathf.Abs(distance); distance = Mathf.Clamp(distance, minDistance, maxDistance);
y = ClampAngle(y, yMinLimit, yMaxLimit);
// ROTATE CAMERA: var rotation:Quaternion = Quaternion.Euler(y, x, 0); transform.rotation = rotation;
// POSITION CAMERA: var position = target.position - (rotation Vector3.forward distance + Vector3(0,-targetHeight,0)); transform.position = position;
// IS VIEW BLOCKED?
var hit : RaycastHit;
var trueTargetPosition : Vector3 = target.transform.position - Vector3(0,-targetHeight,0);
// Cast the line to check:
if (Physics.Linecast (trueTargetPosition, transform.position, hit)) {
// If so, shorten distance so camera is in front of object:
var tempDistance = Vector3.Distance (trueTargetPosition, hit.point) - 0.28;
// Finally, rePOSITION the CAMERA:
position = target.position - (rotation * Vector3.forward * tempDistance + Vector3(0,-targetHeight,0));
transform.position = position;
}
}
static function ClampAngle (angle : float, min : float, max : float) { if (angle < -360) angle += 360; if (angle > 360) angle -= 360; return Mathf.Clamp (angle, min, max);
}
Answer by efge · Feb 25, 2011 at 10:06 AM
Look at he reference for layers (link above). There is a description how to set up a Player layer and also a JavaScript example how to use the layer mask with a Raycast.
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