移除ECM2
This commit is contained in:
@@ -1,110 +0,0 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace ECM2.Examples.ThirdPerson
|
||||
{
|
||||
/// <summary>
|
||||
/// This example extends a Character (through inheritance), implementing a typical Third Person control.
|
||||
/// </summary>
|
||||
|
||||
public class ThirdPersonCharacter : Character
|
||||
{
|
||||
[Space(15.0f)]
|
||||
public GameObject followTarget;
|
||||
|
||||
[Tooltip("The default distance behind the Follow target.")]
|
||||
[SerializeField]
|
||||
public float followDistance = 5.0f;
|
||||
|
||||
[Tooltip("The minimum distance to Follow target.")]
|
||||
[SerializeField]
|
||||
public float followMinDistance;
|
||||
|
||||
[Tooltip("The maximum distance to Follow target.")]
|
||||
[SerializeField]
|
||||
public float followMaxDistance = 10.0f;
|
||||
|
||||
protected float _cameraYaw;
|
||||
protected float _cameraPitch;
|
||||
|
||||
protected float _currentFollowDistance;
|
||||
protected float _followDistanceSmoothVelocity;
|
||||
|
||||
/// <summary>
|
||||
/// Add input (affecting Yaw).
|
||||
/// This is applied to the camera's rotation.
|
||||
/// </summary>
|
||||
|
||||
public virtual void AddControlYawInput(float value)
|
||||
{
|
||||
_cameraYaw = MathLib.ClampAngle(_cameraYaw + value, -180.0f, 180.0f);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Add input (affecting Pitch).
|
||||
/// This is applied to the camera's rotation.
|
||||
/// </summary>
|
||||
|
||||
public virtual void AddControlPitchInput(float value, float minValue = -80.0f, float maxValue = 80.0f)
|
||||
{
|
||||
_cameraPitch = MathLib.ClampAngle(_cameraPitch + value, minValue, maxValue);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Adds input (affecting follow distance).
|
||||
/// </summary>
|
||||
|
||||
public virtual void AddControlZoomInput(float value)
|
||||
{
|
||||
followDistance = Mathf.Clamp(followDistance - value, followMinDistance, followMaxDistance);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Update camera's rotation applying current _cameraPitch and _cameraYaw values.
|
||||
/// </summary>
|
||||
|
||||
protected virtual void UpdateCameraRotation()
|
||||
{
|
||||
cameraTransform.rotation = Quaternion.Euler(_cameraPitch, _cameraYaw, 0.0f);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Update camera's position maintaining _currentFollowDistance from target.
|
||||
/// </summary>
|
||||
|
||||
protected virtual void UpdateCameraPosition()
|
||||
{
|
||||
_currentFollowDistance =
|
||||
Mathf.SmoothDamp(_currentFollowDistance, followDistance, ref _followDistanceSmoothVelocity, 0.2f);
|
||||
|
||||
cameraTransform.position =
|
||||
followTarget.transform.position - cameraTransform.forward * _currentFollowDistance;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Update camera's position and rotation.
|
||||
/// </summary>
|
||||
|
||||
protected virtual void UpdateCamera()
|
||||
{
|
||||
UpdateCameraRotation();
|
||||
UpdateCameraPosition();
|
||||
}
|
||||
|
||||
protected override void Start()
|
||||
{
|
||||
base.Start();
|
||||
|
||||
Vector3 eulerAngles = cameraTransform.eulerAngles;
|
||||
|
||||
_cameraPitch = eulerAngles.x;
|
||||
_cameraYaw = eulerAngles.y;
|
||||
|
||||
_currentFollowDistance = followDistance;
|
||||
}
|
||||
|
||||
private void LateUpdate()
|
||||
{
|
||||
UpdateCamera();
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user