Files
Arena/Assets/_Content/Scripts/Characters/PlayerCamera.cs

75 lines
2.1 KiB
C#

using UnityEngine;
using UnityEngine.InputSystem;
namespace Arena.Characters
{
[ExecuteAlways]
public class PlayerCamera : MonoBehaviour
{
[System.Serializable]
public class Settings
{
[Tooltip("x: horizontal distance from the player, y: height above the player, in meters.")]
public Vector2 Offset = new Vector2(7f, 8f);
[Tooltip("Rotation of the offset around the player, in degrees.")]
public float Angle = 0f;
[Tooltip("Time to catch up with the player, in seconds. 0: no smoothing.")]
[Range(0f, 1f)] public float Smooth = 0.2f;
}
[System.Serializable]
private struct References
{
public Player Player;
}
#region FIELDS
[SerializeField] private Settings _settings;
[SerializeField] private References _references;
private Vector3 _velocity;
#endregion
void Update()
{
if (!GetPlayer())
return;
Vector3 targetPos = GetTargetPosition();
if (!Application.isPlaying || _settings.Smooth == 0)
{
transform.position = targetPos;
}
else
{
transform.position = Vector3.SmoothDamp(transform.position, targetPos, ref _velocity, _settings.Smooth);
}
}
private bool GetPlayer()
{
if (_references.Player)
return true;
// In edit mode, Player.Awake has not run, so the singleton is empty
else if (Player.Instance)
_references.Player = Player.Instance;
else
_references.Player = FindFirstObjectByType<Player>();
return _references.Player != null;
}
private Vector3 GetTargetPosition()
{
Quaternion rotation = Quaternion.Euler(0, _settings.Angle, 0);
Vector3 offset = rotation * new Vector3(0, _settings.Offset.y, -_settings.Offset.x);
return _references.Player.transform.position + offset;
}
}
}