using UnityEngine; namespace Pathfinding.Examples { /// /// Smooth Camera Following. /// \author http://wiki.unity3d.com/index.php/SmoothFollow2 /// [HelpURL("https://arongranberg.com/astar/documentation/stable/smoothcamerafollow.html")] public class SmoothCameraFollow : VersionedMonoBehaviour { public Transform target; public float distance = 3.0f; public float height = 3.0f; public float damping = 5.0f; public bool enableRotation = true; public bool smoothRotation = true; public float rotationDamping = 10.0f; public bool staticOffset = false; void LateUpdate () { Vector3 wantedPosition; if (staticOffset) { wantedPosition = target.position + new Vector3(0, height, distance); } else { wantedPosition = target.TransformPoint(0, height, -distance); } transform.position = Vector3.Lerp(transform.position, wantedPosition, Time.deltaTime * damping); if (enableRotation) { if (smoothRotation) { Quaternion wantedRotation = Quaternion.LookRotation(target.position - transform.position, target.up); transform.rotation = Quaternion.Slerp(transform.rotation, wantedRotation, Time.deltaTime * rotationDamping); } else transform.LookAt(target, target.up); } } } }