wirm/Game/Assets/Scripts/Followplayercam.cs
2025-02-07 14:14:57 +08:00

46 lines
No EOL
1.6 KiB
C#

/*
Author: Wai Lam
Date: 6/2/25
Description: UI to follow camera with a slight delay
*/
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Followplayercam : MonoBehaviour
{
public Transform target; // Usually the Main Camera (XR Rig's Head)
public float followSpeed = 5f; // How quickly it follows the target
public Vector3 offset = new Vector3(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 == null) return;
// Smooth Position Follow
Vector3 desiredPosition = target.position + target.TransformDirection(offset);
transform.position = Vector3.Lerp(transform.position, desiredPosition, Time.deltaTime * followSpeed);
// Smooth Rotation Follow (Yaw + Pitch)
if (followRotation)
{
// Capture target's full rotation
Vector3 targetEulerAngles = target.eulerAngles;
// Handle Pitch (X-axis) - Clamp to avoid extreme tilting
float 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
Quaternion desiredRotation = Quaternion.Euler(pitch, targetEulerAngles.y, 0);
transform.rotation = Quaternion.Slerp(transform.rotation, desiredRotation, Time.deltaTime * followSpeed);
}
}
}