using UnityEngine; public class CameraController : MonoBehaviour { private float moveSpeed = 50.0f; private float zoomSpeed = 20.0f; private bool isTracking = false; // don't track when parented private bool returningHome = false; // cam is on its way home private float baseCamSize = 5; // this is how "zoomed" the ortho cam is public Transform playerCamHome; // camera's home base public GameObject cameraObj; private Camera cameraComponent; private Vector3 currentCamPosition; private float desiredCamSize; public void SetCurrentPosition(Vector3 currentCamPosition, float desiredCamSize) { isTracking = true; returningHome = false; cameraObj.transform.parent = null; this.currentCamPosition = currentCamPosition; this.desiredCamSize = desiredCamSize; } public void ReturnCameraToHome() { isTracking = false; returningHome = true; currentCamPosition = playerCamHome.position; desiredCamSize = baseCamSize; } // Start is called once before the first execution of Update after the MonoBehaviour is created void Start() { cameraComponent = cameraObj.GetComponent(); ReturnCameraToHome(); } // Update is called once per frame void Update() { if (isTracking) { cameraObj.transform.position = Vector3.MoveTowards(cameraObj.transform.position, currentCamPosition, Time.deltaTime * moveSpeed); cameraComponent.orthographicSize = Mathf.MoveTowards(cameraComponent.orthographicSize, desiredCamSize, Time.deltaTime * zoomSpeed); } if (returningHome) { currentCamPosition = playerCamHome.position; cameraObj.transform.position = Vector3.MoveTowards(cameraObj.transform.position, currentCamPosition, Time.deltaTime * moveSpeed); cameraComponent.orthographicSize = Mathf.MoveTowards(cameraComponent.orthographicSize, desiredCamSize, Time.deltaTime * zoomSpeed); if (Vector3.Distance(cameraObj.transform.position, currentCamPosition) < 0.1f) { cameraObj.transform.parent = playerCamHome; cameraObj.transform.localPosition = Vector3.zero; cameraComponent.orthographicSize = baseCamSize; returningHome = false; } } } }