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Click-PointRPG/Assets/Scripts/TopDownCameraController.cs

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C#
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2026-02-10 21:27:46 +00:00
using UnityEngine;
[AddComponentMenu("Camera/Top Down Follow Camera")]
public class TopDownCameraController : MonoBehaviour
{
[Header("Target")]
public Transform target;
[Header("Positioning")]
public float distance = 8f; // horizontal distance from target
public float height = 6f; // vertical offset above target
[Range(0f, 89f)]
public float pitch = 80f; // X rotation in degrees (80 by default)
[Header("Smoothing")]
public bool smoothPosition = true;
public float positionSmoothTime = 0.12f;
public bool smoothRotation = true;
public float rotationSmoothTime = 0.08f;
Vector3 positionVelocity;
Quaternion rotationVelocity;
void Reset()
{
pitch = 80f;
distance = 8f;
height = 6f;
}
void LateUpdate()
{
if (target == null) return;
// Calculate desired camera position in local space relative to target
// Start with a rotation that looks down by 'pitch' degrees
Quaternion pitchRot = Quaternion.Euler(pitch, 0f, 0f);
// Desired offset: move back along the camera's forward by 'distance', then up by 'height'
Vector3 localOffset = pitchRot * new Vector3(0f, height, -distance);
Vector3 desiredPosition = target.position + localOffset;
// Smooth position
if (smoothPosition)
{
transform.position = Vector3.SmoothDamp(transform.position, desiredPosition, ref positionVelocity, positionSmoothTime);
}
else
{
transform.position = desiredPosition;
}
// Desired rotation: look at target but keep the pitch
Vector3 lookDirection = (target.position - transform.position).normalized;
Quaternion desiredRotation = Quaternion.LookRotation(lookDirection, Vector3.up);
// Optionally lock X rotation to the pitch value to avoid subtle tilts
Vector3 euler = desiredRotation.eulerAngles;
euler.x = pitch;
desiredRotation = Quaternion.Euler(euler);
// Smooth rotation
if (smoothRotation)
{
transform.rotation = Quaternion.Slerp(transform.rotation, desiredRotation, 1f - Mathf.Exp(-rotationSmoothTime * 60f * Time.deltaTime));
}
else
{
transform.rotation = desiredRotation;
}
}
}