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CameraMovement.cs
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// Copyright 2016 Raymond Neilson
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
using UnityEngine;
using System.Collections;
public class CameraMovement : MonoBehaviour {
private GameObject player;
private Vector3 startPos;
private Rigidbody rb;
private bool movingToStart = false;
public float trackFraction; // Fraction of player movement which camera follows
public float resetTime; // Time before player respawn at which camera resets
// Use this for initialization
void Start () {
//camera = GetComponent<Camera>();
startPos = transform.position;
rb = GetComponent<Rigidbody>();
}
// Update is called once per frame
void Update () {
}
//Put everything in FixedUpdate
void FixedUpdate () {
// Move position to track player
// Assumes player spawn is (0, n/a, 0)
// Please change if above assumption changes
if (player) {
transform.position = new Vector3((player.transform.position.x * trackFraction),
startPos.y, (player.transform.position.z * trackFraction));
}
}
public void NewPlayer (GameObject newPlayer) {
// Get new player object
player = newPlayer;
// Reset camera position
movingToStart = false;
transform.position = startPos;
rb.velocity = new Vector3(0, 0, 0);
rb.isKinematic = true;
}
public void RespawnCountdown (float countdown) {
if((!movingToStart) && (countdown <= resetTime)) {
movingToStart = true;
rb.isKinematic = false;
rb.velocity = new Vector3((startPos.x - transform.position.x) / countdown, 0,
(startPos.z - transform.position.z) / countdown);
}
}
}