using UnityEngine;
namespace ECM2.Examples.ThirdPerson
{
///
/// This example extends a Character (through inheritance), implementing a typical Third Person control.
///
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;
///
/// Add input (affecting Yaw).
/// This is applied to the camera's rotation.
///
public virtual void AddControlYawInput(float value)
{
_cameraYaw = MathLib.ClampAngle(_cameraYaw + value, -180.0f, 180.0f);
}
///
/// Add input (affecting Pitch).
/// This is applied to the camera's rotation.
///
public virtual void AddControlPitchInput(float value, float minValue = -80.0f, float maxValue = 80.0f)
{
_cameraPitch = MathLib.ClampAngle(_cameraPitch + value, minValue, maxValue);
}
///
/// Adds input (affecting follow distance).
///
public virtual void AddControlZoomInput(float value)
{
followDistance = Mathf.Clamp(followDistance - value, followMinDistance, followMaxDistance);
}
///
/// Update camera's rotation applying current _cameraPitch and _cameraYaw values.
///
protected virtual void UpdateCameraRotation()
{
cameraTransform.rotation = Quaternion.Euler(_cameraPitch, _cameraYaw, 0.0f);
}
///
/// Update camera's position maintaining _currentFollowDistance from target.
///
protected virtual void UpdateCameraPosition()
{
_currentFollowDistance =
Mathf.SmoothDamp(_currentFollowDistance, followDistance, ref _followDistanceSmoothVelocity, 0.2f);
cameraTransform.position =
followTarget.transform.position - cameraTransform.forward * _currentFollowDistance;
}
///
/// Update camera's position and rotation.
///
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();
}
}
}