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October 24, 2018 16:59
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VR で遅延追従させたかったときに作ったやつ。いつも別のアプローチで作り直して無駄時間を食っているので、シンプルっぽいのを置いておく。
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using UnityEngine; | |
public class SmoothFollow : MonoBehaviour | |
{ | |
[SerializeField] Transform followTarget; | |
[SerializeField, Range(0f, 1f)] float followFactor = 0.05f; | |
[SerializeField, Header("Position")] bool followPosition = true; | |
[SerializeField] Vector3 positionOffset = Vector3.forward; | |
Vector3 prevPosition; | |
[SerializeField, Header("Rotation")] bool followRotation = true; | |
[SerializeField] Vector3 eulerOffset; | |
Quaternion prevRotation; | |
void Start() | |
{ | |
followTarget = followTarget ?? transform.parent ?? null; | |
} | |
void Update() | |
{ | |
if (followTarget == null) return; | |
FollowPosition(); | |
FollowRotation(); | |
} | |
void FollowPosition() | |
{ | |
if (followPosition == false) return; | |
transform.position = Vector3.Lerp(prevPosition, followTarget.position, followFactor); | |
prevPosition = transform.position; | |
transform.Translate(positionOffset); | |
} | |
void FollowRotation() | |
{ | |
if (followRotation == false) return; | |
// 回転を適用 | |
transform.rotation = Quaternion.Slerp(prevRotation, followTarget.rotation, followFactor); | |
prevRotation = transform.rotation; | |
transform.Rotate(eulerOffset); | |
} | |
} |
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