Files
Click-PointRPG/Assets/Scripts/TopDownCameraController.cs

88 lines
2.6 KiB
C#
Raw Normal View History

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;
2026-02-11 17:30:49 +00:00
Vector3 positionVelocity = Vector3.zero;
float rotationInterpolation = 0f;
// Cached values for optimization
private Quaternion cachedPitchRotation;
private Vector3 cachedLocalOffset;
private bool cachedPitchNeedsUpdate = true;
2026-02-10 21:27:46 +00:00
void Reset()
{
pitch = 80f;
distance = 8f;
height = 6f;
}
2026-02-11 17:30:49 +00:00
void OnValidate()
{
// Invalidate cache when values change in editor
cachedPitchNeedsUpdate = true;
}
2026-02-10 21:27:46 +00:00
void LateUpdate()
{
if (target == null) return;
2026-02-11 17:30:49 +00:00
// Update cached rotation if pitch changed
if (cachedPitchNeedsUpdate)
{
cachedPitchRotation = Quaternion.Euler(pitch, 0f, 0f);
cachedLocalOffset = cachedPitchRotation * new Vector3(0f, height, -distance);
cachedPitchNeedsUpdate = false;
}
2026-02-10 21:27:46 +00:00
2026-02-11 17:30:49 +00:00
Vector3 desiredPosition = target.position + cachedLocalOffset;
2026-02-10 21:27:46 +00:00
// Smooth position
if (smoothPosition)
{
transform.position = Vector3.SmoothDamp(transform.position, desiredPosition, ref positionVelocity, positionSmoothTime);
}
else
{
transform.position = desiredPosition;
2026-02-11 17:30:49 +00:00
positionVelocity = Vector3.zero;
2026-02-10 21:27:46 +00:00
}
// Desired rotation: look at target but keep the pitch
Vector3 lookDirection = (target.position - transform.position).normalized;
Quaternion desiredRotation = Quaternion.LookRotation(lookDirection, Vector3.up);
2026-02-11 17:30:49 +00:00
// Lock X rotation to the pitch value
2026-02-10 21:27:46 +00:00
Vector3 euler = desiredRotation.eulerAngles;
euler.x = pitch;
desiredRotation = Quaternion.Euler(euler);
2026-02-11 17:30:49 +00:00
// Smooth rotation using exponential decay
2026-02-10 21:27:46 +00:00
if (smoothRotation)
{
2026-02-11 17:30:49 +00:00
float slerp = 1f - Mathf.Exp(-rotationSmoothTime * 60f * Time.deltaTime);
transform.rotation = Quaternion.Slerp(transform.rotation, desiredRotation, slerp);
2026-02-10 21:27:46 +00:00
}
else
{
transform.rotation = desiredRotation;
}
}
}