Building city

This commit is contained in:
2022-11-17 23:40:39 +02:00
parent be23c9fa96
commit 18ab6184c4
4651 changed files with 1008304 additions and 3512 deletions
+33 -33
View File
@@ -1,37 +1,37 @@
using UnityEngine;
public class CameraPlayerFollow : MonoBehaviour
{
[SerializeField]
private Transform _player;
private Vector3 _cameraOffset;
private Transform _obstruction;
[SerializeField]
[Range(0.01f, 1.0f)]
private float _smoothFactor = 0.5f;
// Start is called before the first frame update
void Start()
{
_obstruction = null;
_cameraOffset = transform.position - _player.position;
transform.LookAt(_player);
}
void LateUpdate()
{
Vector3 newPosition = _player.position + _cameraOffset;
transform.position = Vector3.Slerp(transform.position, newPosition, _smoothFactor);
ViewObstructed();
}
using UnityEngine;
public class CameraPlayerFollow : MonoBehaviour
{
[SerializeField]
private Transform _player;
private Vector3 _cameraOffset;
private Transform _obstruction;
[SerializeField]
[Range(0.01f, 1.0f)]
private float _smoothFactor = 0.5f;
// Start is called before the first frame update
void Start()
{
_obstruction = null;
_cameraOffset = transform.position - _player.position;
transform.LookAt(_player);
}
void LateUpdate()
{
Vector3 newPosition = _player.position + _cameraOffset;
transform.position = Vector3.Slerp(transform.position, newPosition, _smoothFactor);
ViewObstructed();
}
private void ViewObstructed()
{
RaycastHit hit;
if (Physics.Raycast(transform.position, _player.position - transform.position, out hit, 1.5f))
if (Physics.Raycast(transform.position, _player.position - transform.position, out hit, 3.5f))
{
if (hit.collider.gameObject.tag != "Player")
{
@@ -44,5 +44,5 @@ public class CameraPlayerFollow : MonoBehaviour
_obstruction.gameObject.GetComponent<MeshRenderer>().shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.On;
_obstruction = null;
}
}
}
}
}
+4 -3
View File
@@ -76,9 +76,10 @@ public class PlayerManager : MonoBehaviour
targetDest.Stop();
if (Physics.Raycast(myRay, out RaycastHit hit))
{
targetDest.transform.position = hit.point;
player.SetDestination(hit.point);
var pos=hit.point;
pos.y += 0.2f;
targetDest.transform.position = pos;
player.SetDestination(pos);
targetDest.Play();
}
}