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using UnityEngine; | |
using System.Collections; | |
public class PlayerFollow : MonoBehaviour | |
{ | |
public Transform target; | |
public float smoothing = 5f; | |
Vector3 offset; | |
Camera camera; | |
LayerMask floorMask; | |
float camRayLength = 100f; // The length of the ray from the camera into the scene. | |
void Start () | |
{ | |
// Calculate the initial offset. | |
offset = new Vector3(0,10,-10); | |
gameObject.transform.eulerAngles = (new Vector3(45f,0f,0f)); | |
camera = gameObject.GetComponent<Camera>(); | |
floorMask = LayerMask.GetMask ("Floor"); | |
} | |
void Update () | |
{ | |
if(target != null) { | |
Vector3 targetCamPos = target.position + offset; | |
//transform.position = Vector3.Lerp (transform.position, targetCamPos, smoothing * Time.deltaTime); | |
// Create a ray from the mouse cursor on screen in the direction of the camera. | |
Ray camRay = camera.ScreenPointToRay (Input.mousePosition); | |
// Create a RaycastHit variable to store information about what was hit by the ray. | |
RaycastHit floorHit; | |
// Perform the raycast and if it hits something on the floor layer... | |
if(Physics.Raycast (camRay, out floorHit, camRayLength, floorMask)) | |
{ | |
// Create a vector from the player to the point on the floor the raycast from the mouse hit. | |
targetCamPos = ((floorHit.point+target.position)/2); | |
targetCamPos.y = 10; | |
Debug.Log(floorHit.point); | |
Debug.Log(target.position); | |
Debug.Log(targetCamPos); | |
} | |
transform.position = Vector3.Lerp (transform.position, (targetCamPos) + offset, smoothing * Time.deltaTime); | |
} | |
} | |
} |
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