46 lines
No EOL
1.6 KiB
C#
46 lines
No EOL
1.6 KiB
C#
/*
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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 System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class Followplayercam : MonoBehaviour
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{
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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
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public Vector3 offset = new Vector3(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 == null) return;
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// Smooth Position Follow
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Vector3 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)
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{
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// Capture target's full rotation
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Vector3 targetEulerAngles = target.eulerAngles;
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// Handle Pitch (X-axis) - Clamp to avoid extreme tilting
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float 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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Quaternion 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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} |