Files
GameDevTVObstacleDodge/Library/PackageCache/com.unity.cinemachine@5342685532bb/Samples~/Shared Assets/Scripts/ReduceGroupWeightWhenBelowFloor.cs

44 lines
1.6 KiB
C#

using System;
using UnityEngine;
namespace Unity.Cinemachine.Samples
{
[RequireComponent(typeof(CinemachineTargetGroup))]
public class ReduceGroupWeightWhenBelowFloor : MonoBehaviour
{
[Tooltip("The platform from which LoseSightAtRange is calculated")]
public Transform Floor;
[Tooltip("The weight of a transform in the target group is 1 when above the Floor. When a transform is " +
"below the Floor, then its weight decreases based on the distance between the transform and the " +
"Floor and it reaches 0 at LoseSightAtRange. If you set this value to 0, then the transform is removed " +
"instantly when below the Floor.")]
[Range(0, 30)]
public float LoseSightAtRange = 20;
CinemachineTargetGroup m_TargetGroup;
void Awake()
{
m_TargetGroup = GetComponent<CinemachineTargetGroup>();
}
void Update()
{
// iterate through each target in the targetGroup
var floor = Floor.position.y;
for (int i = 0; i < m_TargetGroup.Targets.Count; ++i)
{
var target = m_TargetGroup.Targets[i];
// calculate the distance between target and the Floor along the Y axis
var distanceBelow = floor - target.Object.position.y;
// weight goes to 0 if it's farther below than LoseSightAtRange
var weight = Mathf.Clamp(1 - distanceBelow / Mathf.Max(0.001f, LoseSightAtRange), 0, 1);
target.Weight = weight;
}
}
}
}