xirang/Assets/scripts/camfollow.cs

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2024-11-26 22:01:14 +08:00
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class camfollow : MonoBehaviour
{
public Transform target; // Ҫ<><D2AA><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ<EFBFBD><EFBFBD><EAA3AC><EFBFBD><EFBFBD>ͨ<EFBFBD><CDA8><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ҽ<EFBFBD>ɫ
public float smoothSpeed = 0.125f; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ƶ<EFBFBD><C6B6><EFBFBD>ƽ<EFBFBD><C6BD><EFBFBD>ٶ<EFBFBD>
public Vector3 offset; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD>ƫ<EFBFBD><C6AB><EFBFBD><EFBFBD>
void LateUpdate()
{
if (target == null)
{
return;
}
// <20><><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF>λ<EFBFBD><CEBB>
Vector3 desiredPosition = target.position + offset;
// ʹ<><CAB9>ƽ<EFBFBD><C6BD><EFBFBD><EFBFBD>ֵ<EFBFBD><D6B5><EFBFBD>ƶ<EFBFBD><C6B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
Vector3 smoothedPosition = Vector3.Lerp(transform.position, desiredPosition, smoothSpeed);
transform.position = smoothedPosition;
// ȷ<><C8B7><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʼ<EFBFBD>տ<EFBFBD><D5BF><EFBFBD>Ŀ<EFBFBD><C4BF>
transform.LookAt(target);
}
}