wirm/Game/Assets/Scripts/CameraGhostFollow.cs

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/*
* Author: Wai Lam
* Date: 6/2/25
* Description: UI to follow camera with a slight delay
*/
using UnityEngine;
public class CameraGhostFollow : MonoBehaviour
{
public Transform target; // Usually the Main Camera (XR Rig's Head)
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public float followSpeed = 5f; // How quickly it follows the target
public Vector3 offset = new(0, -0.2f, 1.5f); // Position offset
public bool followRotation = true; // Toggle for rotating with the head
public float maxPitchAngle = 30f; // Limits how much the panel tilts up/down
private void LateUpdate()
{
if (!target) return;
// Smooth Position Follow
var desiredPosition = target.position + target.TransformDirection(offset);
transform.position = Vector3.Lerp(transform.position, desiredPosition, Time.deltaTime * followSpeed);
// Smooth Rotation Follow (Yaw + Pitch)
if (!followRotation) return;
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// Capture target's full rotation
var targetEulerAngles = target.eulerAngles;
// Handle Pitch (X-axis) - Clamp to avoid extreme tilting
var pitch = targetEulerAngles.x;
if (pitch > 180) pitch -= 360; // Convert to -180 to 180 range
pitch = Mathf.Clamp(pitch, -maxPitchAngle, maxPitchAngle);
// Apply Yaw (Y-axis) and Pitch (X-axis), keep Roll (Z-axis) at 0
var desiredRotation = Quaternion.Euler(pitch, targetEulerAngles.y, 0);
transform.rotation = Quaternion.Slerp(transform.rotation, desiredRotation, Time.deltaTime * followSpeed);
}
}