Last active
February 28, 2016 05:17
-
-
Save CloudyWater/8432782c6938bf13cfb6 to your computer and use it in GitHub Desktop.
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using UnityEngine; | |
using System.Collections; | |
using System.Collections.Generic; | |
public class CameraFollow : MonoBehaviour | |
{ | |
private const float BOUNDING_BOX_PADDING = 1.5f; | |
private const float MINIMUM_ORTHO_SIZE = 3f; | |
private const float ZOOM_SPEED = 5f; //NEVER FORGET, I AM THE FASTEST MAN ALIVE | |
public Spawner mSpawner; | |
public float mDampTime = 0.15f; | |
public BoxCollider2D mLevelBounds; | |
private Vector3 mVelocity = Vector3.zero; | |
private Camera mCamera; | |
// Use this for initialization | |
void Start () | |
{ | |
mCamera = GetComponent<Camera> (); | |
} | |
// LastUpdate is called at the end of the update loop | |
void LateUpdate () | |
{ | |
Rect boundingBox = CalculateBoundingBox (); | |
Vector3 targetPosition = CalculateCameraPosition (boundingBox); | |
mCamera.orthographicSize = CalculateOrthographicSize (boundingBox); | |
//Make sure our camera isn't bigger than our level boundary | |
if (mCamera.orthographicSize > mLevelBounds.bounds.extents.y) | |
{ | |
mCamera.orthographicSize = mLevelBounds.bounds.extents.y; | |
} | |
transform.position = Vector3.SmoothDamp (transform.position, targetPosition, ref mVelocity, mDampTime); | |
//If we're showing things outside the level, move the camera | |
if (transform.position.y - mCamera.orthographicSize < mLevelBounds.bounds.min.y) | |
{ | |
transform.position = new Vector3 (transform.position.x, mLevelBounds.bounds.min.y + mCamera.orthographicSize, transform.position.z); | |
} | |
if (transform.position.y + mCamera.orthographicSize > mLevelBounds.bounds.max.y) | |
{ | |
transform.position = new Vector3 (transform.position.x, mLevelBounds.bounds.max.y - mCamera.orthographicSize, transform.position.z); | |
} | |
if (transform.position.x + mCamera.orthographicSize * mCamera.aspect > mLevelBounds.bounds.max.x) | |
{ | |
transform.position = new Vector3 (mLevelBounds.bounds.max.x - mCamera.orthographicSize * mCamera.aspect, transform.position.y, transform.position.z); | |
} | |
if (transform.position.x - mCamera.orthographicSize * mCamera.aspect < mLevelBounds.bounds.min.x) | |
{ | |
transform.position = new Vector3 (mLevelBounds.bounds.min.x + mCamera.orthographicSize * mCamera.aspect, transform.position.y, transform.position.z); | |
} | |
} | |
//Calculates a bounding box around all the active players. | |
private Rect CalculateBoundingBox () | |
{ | |
float minX = Mathf.Infinity; | |
float maxX = Mathf.NegativeInfinity; | |
float minY = Mathf.Infinity; | |
float maxY = Mathf.NegativeInfinity; | |
//ZeroController is my character controller class. I just need the positions of the active players here. | |
List<ZeroController> activePlayers = mSpawner.GetActivePlayers (); | |
foreach (ZeroController controller in activePlayers) | |
{ | |
Vector3 position = controller.transform.position; | |
minX = Mathf.Min (minX, position.x); | |
maxX = Mathf.Max (maxX, position.x); | |
minY = Mathf.Min (minY, position.y); | |
maxY = Mathf.Max (maxY, position.y); | |
} | |
return Rect.MinMaxRect (minX - BOUNDING_BOX_PADDING, maxY + BOUNDING_BOX_PADDING, maxX + BOUNDING_BOX_PADDING, minY - BOUNDING_BOX_PADDING); | |
} | |
//Gets the camera position, which is the bounding box's center x/y coords, and the camera's z coord. | |
private Vector3 CalculateCameraPosition (Rect boundingBox) | |
{ | |
Vector2 boundingBoxCenter = boundingBox.center; | |
return new Vector3 (boundingBoxCenter.x, boundingBoxCenter.y, transform.position.z); | |
} | |
//Calculates the orthographic size of the camera. | |
private float CalculateOrthographicSize (Rect boundingBox) | |
{ | |
float orthoSize = mCamera.orthographicSize; | |
if (Mathf.Abs (boundingBox.width / mCamera.aspect) > Mathf.Abs (boundingBox.height)) | |
{ | |
orthoSize = Mathf.Abs (boundingBox.width) / mCamera.aspect / 2f; | |
} | |
else | |
{ | |
orthoSize = Mathf.Abs (boundingBox.height) / 2f; | |
} | |
return Mathf.Clamp (Mathf.Lerp (mCamera.orthographicSize, orthoSize, Time.deltaTime * ZOOM_SPEED), MINIMUM_ORTHO_SIZE, Mathf.Infinity); | |
} | |
} |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment