End of camera correction

This commit is contained in:
GreenHal0 2024-12-02 14:01:16 +01:00
parent 57229cbc5c
commit dbb4f0a59e
13 changed files with 901 additions and 31 deletions

17
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@ -36,11 +36,11 @@ public class FollowingCamera : MonoBehaviour
Vector3 moveVector = new Vector3(target.position.x, target.position.y, target.position.z); Vector3 moveVector = new Vector3(target.position.x, target.position.y, target.position.z);
//Quaternion rotationVector = Quaternion.Euler(target.rotation.y, target.rotation.y, defaultTargetRotation.z); //Quaternion rotationVector = Quaternion.Euler(target.rotation.y, target.rotation.y, defaultTargetRotation.z);
//float curveX = GameSession.Instance.Curver.CurveStrengthX; //float curveX = GameSession.Instance.Curver.CurveStrengthX;
camTransform.rotation = target.rotation; //camTransform.rotation = target.rotation;
Vector3 toPos = moveVector + (target.rotation * defaultDistance); Vector3 toPos = moveVector + (target.rotation * defaultDistance);
//Vector3 toPos = target.position + (target.rotation * defaultDistance); //Vector3 toPos = target.position + (target.rotation * defaultDistance);
Vector3 curPos = Vector3.SmoothDamp(camTransform.position, toPos, ref velocity, distanceDamp); Vector3 curPos = Vector3.SmoothDamp(camTransform.position, toPos, ref velocity, distanceDamp);
camTransform.position = curPos; camTransform.position = curPos;
camTransform.LookAt(target, target.up); camTransform.LookAt(camTransform, target.up);
} }
} }

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