/***
*
* 相机跟随脚本
*
*
*
*
*
*
*/
using UnityEngine;
using System.Collections;
namespace Globals
{
public class CameraFollow : MonoBehaviour
{
// The target we are following
public Transform target = null;
// The distance in the x-z plane to the target
public float distance = 6.0f; //原来 6
// the height we want the camera to be above the target
public float height = 8.0f;//原来 8
// How much we
public float heightDamping = 4.0f;
public float rotationDamping = 0.0f;
void LateUpdate()
{
// Early out if we don't have a target
if (!target)
return;
// Calculate the current rotation angles
var wantedRotationAngle = target.eulerAngles.y;
var wantedHeight = target.position.y + height;
var currentRotationAngle = transform.eulerAngles.y;
var currentHeight = transform.position.y;
// Damp the rotation around the y-axis
currentRotationAngle = Mathf.LerpAngle(currentRotationAngle, wantedRotationAngle, rotationDamping * Time.deltaTime);
// Damp the height
currentHeight = Mathf.Lerp(currentHeight, wantedHeight, heightDamping * Time.deltaTime);
// Convert the angle into a rotation
Quaternion currentRotation = Quaternion.Euler(0, currentRotationAngle, 0);
// Set the position of the camera on the x-z plane to:
// distance meters behind the target
transform.position = target.position;
transform.position -= currentRotation * Vector3.forward * distance;
// Set the height of the camera
//transform.position.y = currentHeight;
transform.position = new Vector3(transform.position.x, currentHeight, transform.position.z);
// Always look at the target
transform.LookAt(target);
// Use this for initialization
}
void Start()
{
target = GameObject.FindGameObjectWithTag("Player").transform;
}
float a = 2.0f;
// Update is called once per frame
void Update()
{
a -= Time.deltaTime;
if (a <= 0)
{
target = GameObject.FindGameObjectWithTag("Player").transform;
a = 2.0f;
}
}
}//class_end
}