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using UnityEngine;
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public class CameraFollow : MonoBehaviour {
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public Vector3 MiddlePosition;
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[Header ("Player Targets")]
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public GameObject[] targets;
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[Header ("Follow Settings")]
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public float distanceToTarget = 10; // The distance to the target
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public float heightOffset = -2; // the height offset of the camera relative to it's target
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public float viewAngle = -6; //a downwards rotation
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public Vector3 AdditionalOffset; //any additional offset
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public bool FollowZAxis; //enable or disable the camera following the z axis
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[Header ("Damp Settings")]
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public float DampX = 3f;
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public float DampY = 2f;
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public float DampZ = 3f;
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[Header ("View Area")]
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public float MinLeft;
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public float MaxRight;
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[Header ("Wave Area collider")]
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public bool UseWaveAreaCollider;
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public BoxCollider CurrentAreaCollider;
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public float AreaColliderViewOffset;
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private bool firstFrameActive;
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void Start(){
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UpdatePlayerTargets();
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firstFrameActive = true;
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}
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void Update () {
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if (targets.Length > 0){
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MiddlePosition = Vector3.zero;
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if(targets.Length == 1){
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//follow a single target
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if(targets[0] != null) MiddlePosition = targets[0].transform.position;
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} else {
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//find center position between multiple targets
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int count = 0;
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for(int i=0; i<targets.Length; i++){
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if(targets[i]){
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MiddlePosition += targets[i].transform.position;
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count ++;
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}
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}
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MiddlePosition = MiddlePosition / count;
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}
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//initial values
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float currentX = transform.position.x;
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float currentY = transform.position.y;
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float currentZ = transform.position.z;
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//Damp X
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currentX = Mathf.Lerp(currentX, MiddlePosition.x, DampX * Time.deltaTime);
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//DampY
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currentY = Mathf.Lerp(currentY, 3.9f, DampY * Time.deltaTime);
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//DampZ
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if (FollowZAxis) {
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currentZ = Mathf.Lerp (currentZ, MiddlePosition.z + distanceToTarget, DampZ * Time.deltaTime);
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} else {
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currentZ = distanceToTarget;
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}
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//set values for 1st frame (No damping)
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if(firstFrameActive){
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firstFrameActive = false;
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currentX = MiddlePosition.x;
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currentY = MiddlePosition.y - heightOffset;
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currentZ = FollowZAxis? (MiddlePosition.z + distanceToTarget) : distanceToTarget;
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}
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//Set cam position
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if(CurrentAreaCollider == null) UseWaveAreaCollider = false;
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if (!UseWaveAreaCollider) {
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transform.position = new Vector3 (Mathf.Clamp (currentX, MaxRight, MinLeft), currentY, currentZ) + AdditionalOffset;
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} else {
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transform.position = new Vector3 (Mathf.Clamp (currentX, CurrentAreaCollider.transform.position.x + AreaColliderViewOffset, MinLeft), currentY, currentZ) + AdditionalOffset;
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}
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//Set cam rotation
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transform.rotation = new Quaternion(0,180f,viewAngle,0);
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}
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}
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//updates the targets to follow
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public void UpdatePlayerTargets(){
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targets = GameObject.FindGameObjectsWithTag ("Player");
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}
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}
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