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|||||||
|
using System;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace UnityStandardAssets._2D
|
||||||
|
{
|
||||||
|
public class Camera2DFollow : MonoBehaviour
|
||||||
|
{
|
||||||
|
public Transform target;
|
||||||
|
public float damping = 1;
|
||||||
|
public float lookAheadFactor = 3;
|
||||||
|
public float lookAheadReturnSpeed = 0.5f;
|
||||||
|
public float lookAheadMoveThreshold = 0.1f;
|
||||||
|
|
||||||
|
private float m_OffsetZ;
|
||||||
|
private Vector3 m_LastTargetPosition;
|
||||||
|
private Vector3 m_CurrentVelocity;
|
||||||
|
private Vector3 m_LookAheadPos;
|
||||||
|
|
||||||
|
// Use this for initialization
|
||||||
|
private void Start()
|
||||||
|
{
|
||||||
|
m_LastTargetPosition = target.position;
|
||||||
|
m_OffsetZ = (transform.position - target.position).z;
|
||||||
|
transform.parent = null;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
// Update is called once per frame
|
||||||
|
private void Update()
|
||||||
|
{
|
||||||
|
// only update lookahead pos if accelerating or changed direction
|
||||||
|
float xMoveDelta = (target.position - m_LastTargetPosition).x;
|
||||||
|
|
||||||
|
bool updateLookAheadTarget = Mathf.Abs(xMoveDelta) > lookAheadMoveThreshold;
|
||||||
|
|
||||||
|
if (updateLookAheadTarget)
|
||||||
|
{
|
||||||
|
m_LookAheadPos = lookAheadFactor*Vector3.right*Mathf.Sign(xMoveDelta);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
m_LookAheadPos = Vector3.MoveTowards(m_LookAheadPos, Vector3.zero, Time.deltaTime*lookAheadReturnSpeed);
|
||||||
|
}
|
||||||
|
|
||||||
|
Vector3 aheadTargetPos = target.position + m_LookAheadPos + Vector3.forward*m_OffsetZ;
|
||||||
|
Vector3 newPos = Vector3.SmoothDamp(transform.position, aheadTargetPos, ref m_CurrentVelocity, damping);
|
||||||
|
|
||||||
|
transform.position = newPos;
|
||||||
|
|
||||||
|
m_LastTargetPosition = target.position;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
@ -0,0 +1,9 @@
|
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||||||
|
userData:
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||||||
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assetBundleName:
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@ -0,0 +1,35 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
using CnControls;
|
||||||
|
|
||||||
|
// Just in case so no "duplicate definition" stuff shows up
|
||||||
|
namespace UnityStandardAssets.Copy._2D
|
||||||
|
{
|
||||||
|
[RequireComponent(typeof (PlatformerCharacter2D))]
|
||||||
|
public class Platformer2DUserControl : MonoBehaviour
|
||||||
|
{
|
||||||
|
private PlatformerCharacter2D m_Character;
|
||||||
|
private bool m_Jump;
|
||||||
|
|
||||||
|
private void Awake()
|
||||||
|
{
|
||||||
|
m_Character = GetComponent<PlatformerCharacter2D>();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void Update()
|
||||||
|
{
|
||||||
|
if (!m_Jump)
|
||||||
|
{
|
||||||
|
// Read the jump input in Update so button presses aren't missed.
|
||||||
|
m_Jump = CnInputManager.GetButtonDown("Jump");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void FixedUpdate()
|
||||||
|
{
|
||||||
|
float h = CnInputManager.GetAxis("Horizontal");
|
||||||
|
// Pass all parameters to the character control script.
|
||||||
|
m_Character.Move(h, m_Jump);
|
||||||
|
m_Jump = false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
@ -0,0 +1,12 @@
|
|||||||
|
fileFormatVersion: 2
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|
guid: faa4c921e52aa4c4892eeed83f878356
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||||||
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timeCreated: 1471678007
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|
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||||||
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assetBundleVariant:
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@ -0,0 +1,96 @@
|
|||||||
|
using System;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
// Just in case so no "duplicate definition" stuff shows up
|
||||||
|
namespace UnityStandardAssets.Copy._2D
|
||||||
|
{
|
||||||
|
public class PlatformerCharacter2D : MonoBehaviour
|
||||||
|
{
|
||||||
|
[SerializeField]
|
||||||
|
private float m_MaxSpeed = 10f; // The fastest the player can travel in the x axis.
|
||||||
|
[SerializeField]
|
||||||
|
private float m_JumpForce = 400f; // Amount of force added when the player jumps.
|
||||||
|
[SerializeField]
|
||||||
|
private bool m_AirControl = false; // Whether or not a player can steer while jumping;
|
||||||
|
[SerializeField]
|
||||||
|
private LayerMask m_WhatIsGround; // A mask determining what is ground to the character
|
||||||
|
|
||||||
|
private Transform m_GroundCheck; // A position marking where to check if the player is grounded.
|
||||||
|
const float k_GroundedRadius = .2f; // Radius of the overlap circle to determine if grounded
|
||||||
|
private bool m_Grounded; // Whether or not the player is grounded.
|
||||||
|
private Animator m_Anim; // Reference to the player's animator component.
|
||||||
|
private Rigidbody2D m_Rigidbody2D;
|
||||||
|
private bool m_FacingRight = true; // For determining which way the player is currently facing.
|
||||||
|
|
||||||
|
private void Awake()
|
||||||
|
{
|
||||||
|
// Setting up references.
|
||||||
|
m_GroundCheck = transform.Find("GroundCheck");
|
||||||
|
m_Anim = GetComponent<Animator>();
|
||||||
|
m_Rigidbody2D = GetComponent<Rigidbody2D>();
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
private void FixedUpdate()
|
||||||
|
{
|
||||||
|
m_Grounded = false;
|
||||||
|
|
||||||
|
// The player is grounded if a circlecast to the groundcheck position hits anything designated as ground
|
||||||
|
// This can be done using layers instead but Sample Assets will not overwrite your project settings.
|
||||||
|
Collider2D[] colliders = Physics2D.OverlapCircleAll(m_GroundCheck.position, k_GroundedRadius, m_WhatIsGround);
|
||||||
|
for (int i = 0; i < colliders.Length; i++)
|
||||||
|
{
|
||||||
|
if (colliders[i].gameObject != gameObject)
|
||||||
|
m_Grounded = true;
|
||||||
|
}
|
||||||
|
m_Anim.SetBool("Ground", m_Grounded);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
public void Move(float move, bool jump)
|
||||||
|
{
|
||||||
|
//only control the player if grounded or airControl is turned on
|
||||||
|
if (m_Grounded || m_AirControl)
|
||||||
|
{
|
||||||
|
// The Speed animator parameter is set to the absolute value of the horizontal input.
|
||||||
|
m_Anim.SetFloat("Speed", Mathf.Abs(move));
|
||||||
|
|
||||||
|
// Move the character
|
||||||
|
m_Rigidbody2D.velocity = new Vector2(move * m_MaxSpeed, m_Rigidbody2D.velocity.y);
|
||||||
|
|
||||||
|
// If the input is moving the player right and the player is facing left...
|
||||||
|
if (move > 0 && !m_FacingRight)
|
||||||
|
{
|
||||||
|
// ... flip the player.
|
||||||
|
Flip();
|
||||||
|
}
|
||||||
|
// Otherwise if the input is moving the player left and the player is facing right...
|
||||||
|
else if (move < 0 && m_FacingRight)
|
||||||
|
{
|
||||||
|
// ... flip the player.
|
||||||
|
Flip();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
// If the player should jump...
|
||||||
|
if (m_Grounded && jump && m_Anim.GetBool("Ground"))
|
||||||
|
{
|
||||||
|
// Add a vertical force to the player.
|
||||||
|
m_Grounded = false;
|
||||||
|
m_Anim.SetBool("Ground", false);
|
||||||
|
m_Rigidbody2D.AddForce(new Vector2(0f, m_JumpForce));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
private void Flip()
|
||||||
|
{
|
||||||
|
// Switch the way the player is labelled as facing.
|
||||||
|
m_FacingRight = !m_FacingRight;
|
||||||
|
|
||||||
|
// Multiply the player's x local scale by -1.
|
||||||
|
Vector3 theScale = transform.localScale;
|
||||||
|
theScale.x *= -1;
|
||||||
|
transform.localScale = theScale;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
@ -0,0 +1,9 @@
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@ -0,0 +1,17 @@
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|||||||
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using System;
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.SceneManagement;
|
||||||
|
|
||||||
|
namespace UnityStandardAssets._2D
|
||||||
|
{
|
||||||
|
public class Restarter : MonoBehaviour
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||||||
|
{
|
||||||
|
private void OnTriggerEnter2D(Collider2D other)
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||||||
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{
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||||||
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if (other.tag == "Player")
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{
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@ -0,0 +1,104 @@
|
|||||||
|
using System;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace UnityStandardAssets.Cameras
|
||||||
|
{
|
||||||
|
public abstract class AbstractTargetFollower : MonoBehaviour
|
||||||
|
{
|
||||||
|
public enum UpdateType // The available methods of updating are:
|
||||||
|
{
|
||||||
|
FixedUpdate, // Update in FixedUpdate (for tracking rigidbodies).
|
||||||
|
LateUpdate, // Update in LateUpdate. (for tracking objects that are moved in Update)
|
||||||
|
ManualUpdate, // user must call to update camera
|
||||||
|
}
|
||||||
|
|
||||||
|
[SerializeField] protected Transform m_Target; // The target object to follow
|
||||||
|
[SerializeField] private bool m_AutoTargetPlayer = true; // Whether the rig should automatically target the player.
|
||||||
|
[SerializeField] private UpdateType m_UpdateType; // stores the selected update type
|
||||||
|
|
||||||
|
protected Rigidbody targetRigidbody;
|
||||||
|
|
||||||
|
|
||||||
|
protected virtual void Start()
|
||||||
|
{
|
||||||
|
// if auto targeting is used, find the object tagged "Player"
|
||||||
|
// any class inheriting from this should call base.Start() to perform this action!
|
||||||
|
if (m_AutoTargetPlayer)
|
||||||
|
{
|
||||||
|
FindAndTargetPlayer();
|
||||||
|
}
|
||||||
|
if (m_Target == null) return;
|
||||||
|
targetRigidbody = m_Target.GetComponent<Rigidbody>();
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
private void FixedUpdate()
|
||||||
|
{
|
||||||
|
// we update from here if updatetype is set to Fixed, or in auto mode,
|
||||||
|
// if the target has a rigidbody, and isn't kinematic.
|
||||||
|
if (m_AutoTargetPlayer && (m_Target == null || !m_Target.gameObject.activeSelf))
|
||||||
|
{
|
||||||
|
FindAndTargetPlayer();
|
||||||
|
}
|
||||||
|
if (m_UpdateType == UpdateType.FixedUpdate)
|
||||||
|
{
|
||||||
|
FollowTarget(Time.deltaTime);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
private void LateUpdate()
|
||||||
|
{
|
||||||
|
// we update from here if updatetype is set to Late, or in auto mode,
|
||||||
|
// if the target does not have a rigidbody, or - does have a rigidbody but is set to kinematic.
|
||||||
|
if (m_AutoTargetPlayer && (m_Target == null || !m_Target.gameObject.activeSelf))
|
||||||
|
{
|
||||||
|
FindAndTargetPlayer();
|
||||||
|
}
|
||||||
|
if (m_UpdateType == UpdateType.LateUpdate)
|
||||||
|
{
|
||||||
|
FollowTarget(Time.deltaTime);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
public void ManualUpdate()
|
||||||
|
{
|
||||||
|
// we update from here if updatetype is set to Late, or in auto mode,
|
||||||
|
// if the target does not have a rigidbody, or - does have a rigidbody but is set to kinematic.
|
||||||
|
if (m_AutoTargetPlayer && (m_Target == null || !m_Target.gameObject.activeSelf))
|
||||||
|
{
|
||||||
|
FindAndTargetPlayer();
|
||||||
|
}
|
||||||
|
if (m_UpdateType == UpdateType.ManualUpdate)
|
||||||
|
{
|
||||||
|
FollowTarget(Time.deltaTime);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
protected abstract void FollowTarget(float deltaTime);
|
||||||
|
|
||||||
|
|
||||||
|
public void FindAndTargetPlayer()
|
||||||
|
{
|
||||||
|
// auto target an object tagged player, if no target has been assigned
|
||||||
|
var targetObj = GameObject.FindGameObjectWithTag("Player");
|
||||||
|
if (targetObj)
|
||||||
|
{
|
||||||
|
SetTarget(targetObj.transform);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
public virtual void SetTarget(Transform newTransform)
|
||||||
|
{
|
||||||
|
m_Target = newTransform;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
public Transform Target
|
||||||
|
{
|
||||||
|
get { return m_Target; }
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
@ -0,0 +1,9 @@
|
|||||||
|
fileFormatVersion: 2
|
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|
guid: 89a534d869bfccd49bebf7cb6fb244b6
|
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|
MonoImporter:
|
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|
serializedVersion: 2
|
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|
defaultReferences: []
|
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|
executionOrder: 0
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|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
@ -0,0 +1,107 @@
|
|||||||
|
using System;
|
||||||
|
using UnityEngine;
|
||||||
|
#if UNITY_EDITOR
|
||||||
|
|
||||||
|
#endif
|
||||||
|
|
||||||
|
namespace UnityStandardAssets.Cameras
|
||||||
|
{
|
||||||
|
[ExecuteInEditMode]
|
||||||
|
public class AutoCam : PivotBasedCameraRig
|
||||||
|
{
|
||||||
|
[SerializeField] private float m_MoveSpeed = 3; // How fast the rig will move to keep up with target's position
|
||||||
|
[SerializeField] private float m_TurnSpeed = 1; // How fast the rig will turn to keep up with target's rotation
|
||||||
|
[SerializeField] private float m_RollSpeed = 0.2f;// How fast the rig will roll (around Z axis) to match target's roll.
|
||||||
|
[SerializeField] private bool m_FollowVelocity = false;// Whether the rig will rotate in the direction of the target's velocity.
|
||||||
|
[SerializeField] private bool m_FollowTilt = true; // Whether the rig will tilt (around X axis) with the target.
|
||||||
|
[SerializeField] private float m_SpinTurnLimit = 90;// The threshold beyond which the camera stops following the target's rotation. (used in situations where a car spins out, for example)
|
||||||
|
[SerializeField] private float m_TargetVelocityLowerLimit = 4f;// the minimum velocity above which the camera turns towards the object's velocity. Below this we use the object's forward direction.
|
||||||
|
[SerializeField] private float m_SmoothTurnTime = 0.2f; // the smoothing for the camera's rotation
|
||||||
|
|
||||||
|
private float m_LastFlatAngle; // The relative angle of the target and the rig from the previous frame.
|
||||||
|
private float m_CurrentTurnAmount; // How much to turn the camera
|
||||||
|
private float m_TurnSpeedVelocityChange; // The change in the turn speed velocity
|
||||||
|
private Vector3 m_RollUp = Vector3.up;// The roll of the camera around the z axis ( generally this will always just be up )
|
||||||
|
|
||||||
|
|
||||||
|
protected override void FollowTarget(float deltaTime)
|
||||||
|
{
|
||||||
|
// if no target, or no time passed then we quit early, as there is nothing to do
|
||||||
|
if (!(deltaTime > 0) || m_Target == null)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
// initialise some vars, we'll be modifying these in a moment
|
||||||
|
var targetForward = m_Target.forward;
|
||||||
|
var targetUp = m_Target.up;
|
||||||
|
|
||||||
|
if (m_FollowVelocity && Application.isPlaying)
|
||||||
|
{
|
||||||
|
// in follow velocity mode, the camera's rotation is aligned towards the object's velocity direction
|
||||||
|
// but only if the object is traveling faster than a given threshold.
|
||||||
|
|
||||||
|
if (targetRigidbody.velocity.magnitude > m_TargetVelocityLowerLimit)
|
||||||
|
{
|
||||||
|
// velocity is high enough, so we'll use the target's velocty
|
||||||
|
targetForward = targetRigidbody.velocity.normalized;
|
||||||
|
targetUp = Vector3.up;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
targetUp = Vector3.up;
|
||||||
|
}
|
||||||
|
m_CurrentTurnAmount = Mathf.SmoothDamp(m_CurrentTurnAmount, 1, ref m_TurnSpeedVelocityChange, m_SmoothTurnTime);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// we're in 'follow rotation' mode, where the camera rig's rotation follows the object's rotation.
|
||||||
|
|
||||||
|
// This section allows the camera to stop following the target's rotation when the target is spinning too fast.
|
||||||
|
// eg when a car has been knocked into a spin. The camera will resume following the rotation
|
||||||
|
// of the target when the target's angular velocity slows below the threshold.
|
||||||
|
var currentFlatAngle = Mathf.Atan2(targetForward.x, targetForward.z)*Mathf.Rad2Deg;
|
||||||
|
if (m_SpinTurnLimit > 0)
|
||||||
|
{
|
||||||
|
var targetSpinSpeed = Mathf.Abs(Mathf.DeltaAngle(m_LastFlatAngle, currentFlatAngle))/deltaTime;
|
||||||
|
var desiredTurnAmount = Mathf.InverseLerp(m_SpinTurnLimit, m_SpinTurnLimit*0.75f, targetSpinSpeed);
|
||||||
|
var turnReactSpeed = (m_CurrentTurnAmount > desiredTurnAmount ? .1f : 1f);
|
||||||
|
if (Application.isPlaying)
|
||||||
|
{
|
||||||
|
m_CurrentTurnAmount = Mathf.SmoothDamp(m_CurrentTurnAmount, desiredTurnAmount,
|
||||||
|
ref m_TurnSpeedVelocityChange, turnReactSpeed);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// for editor mode, smoothdamp won't work because it uses deltaTime internally
|
||||||
|
m_CurrentTurnAmount = desiredTurnAmount;
|
||||||
|
}
|
||||||
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|
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|
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|
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using System;
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using UnityEngine;
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||||||
|
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||||||
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namespace UnityStandardAssets.Cameras
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||||||
|
{
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||||||
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public abstract class PivotBasedCameraRig : AbstractTargetFollower
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||||||
|
{
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// This script is designed to be placed on the root object of a camera rig,
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// comprising 3 gameobjects, each parented to the next:
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|
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// Camera Rig
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// Pivot
|
||||||
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// Camera
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|
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||||||
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protected Transform m_Cam; // the transform of the camera
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protected Transform m_Pivot; // the point at which the camera pivots around
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|
protected Vector3 m_LastTargetPosition;
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||||||
|
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||||||
|
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||||||
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protected virtual void Awake()
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{
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||||||
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// find the camera in the object hierarchy
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|
m_Cam = GetComponentInChildren<Camera>().transform;
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m_Pivot = m_Cam.parent;
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