2025-02-14 22:12:46 +08:00
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/*
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* Author: Wai Lam
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* Date: 6/2/25
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* Description: UI to follow camera with a slight delay
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*/
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using UnityEngine;
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public class CameraGhostFollow : MonoBehaviour
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{
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public Transform target; // Usually the Main Camera (XR Rig's Head)
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2025-02-14 22:19:28 +08:00
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2025-02-14 22:12:46 +08:00
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public float followSpeed = 5f; // How quickly it follows the target
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public Vector3 offset = new(0, -0.2f, 1.5f); // Position offset
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public bool followRotation = true; // Toggle for rotating with the head
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public float maxPitchAngle = 30f; // Limits how much the panel tilts up/down
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private void LateUpdate()
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{
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if (!target) return;
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// Smooth Position Follow
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var desiredPosition = target.position + target.TransformDirection(offset);
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transform.position = Vector3.Lerp(transform.position, desiredPosition, Time.deltaTime * followSpeed);
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// Smooth Rotation Follow (Yaw + Pitch)
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if (!followRotation) return;
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2025-02-14 22:19:28 +08:00
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2025-02-14 22:12:46 +08:00
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// Capture target's full rotation
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var targetEulerAngles = target.eulerAngles;
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// Handle Pitch (X-axis) - Clamp to avoid extreme tilting
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var pitch = targetEulerAngles.x;
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if (pitch > 180) pitch -= 360; // Convert to -180 to 180 range
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pitch = Mathf.Clamp(pitch, -maxPitchAngle, maxPitchAngle);
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// Apply Yaw (Y-axis) and Pitch (X-axis), keep Roll (Z-axis) at 0
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var desiredRotation = Quaternion.Euler(pitch, targetEulerAngles.y, 0);
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transform.rotation = Quaternion.Slerp(transform.rotation, desiredRotation, Time.deltaTime * followSpeed);
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}
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}
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