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