Files
SimUL/Assets/Scripts/CameraPlayerFollow.cs
T

46 lines
1.4 KiB
C#

using UnityEngine;
public class CameraPlayerFollow : MonoBehaviour
{
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.Instance.transform.position;
// .LookAt(_player);
}
void LateUpdate()
{
Vector3 newPosition = Player.Instance.transform.position + _cameraOffset;
transform.position = Vector3.Slerp(transform.position, newPosition, _smoothFactor);
ViewObstructed();
}
private void ViewObstructed()
{
RaycastHit hit;
if (Physics.Raycast(transform.position, Player.Instance.transform.position - transform.position, out hit, 3.5f))
{
if (hit.collider.gameObject.tag != "Player")
{
_obstruction = hit.transform;
_obstruction.gameObject.GetComponent<MeshRenderer>().shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.ShadowsOnly;
}
}
else if (_obstruction != null)
{
_obstruction.gameObject.GetComponent<MeshRenderer>().shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.On;
_obstruction = null;
}
}
}