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Tuesday 7 December 2010

Setting up Lerpz

ADDING LERPZ TO YOUR LEVEL
Drag the Lerpz asset from your project folder into your Hierarchy folder.


SCRIPTING LERPZ
The scripts we will use to animate and move Lerpz around your level are already in the Project window. Drag the following scripts onto the Lerpz asset in the Hierarchy folder. Scripts > Player > ThirdPersonController and also Scripts > Player > ThirdPersonPlayerAnimation

Now we add the camera script to the MainCamera asset. To create a new script select the create drop down menu from the top of the project window, and select JavaScript. A new asset will appear in your Project window called NewBehaviourScript highlight this new script and then select edit in the Inspector window. Copy and paste the following script into the text editor:


/*
This camera smoothes out rotation around the y-axis and height.
Horizontal Distance to the target is always fixed.
There are many different ways to smooth the rotation but doing it this way gives you a lot of control over how the camera behaves.
For every of those smoothed values we calculate the wanted value and the current value.
Then we smooth it using the Lerp function.
Then we apply the smoothed values to the transform's position.
*/

// The target we are following
var target : Transform;
// The distance in the x-z plane to the target
var distance = 10.0;
// the height we want the camera to be above the target
var height = 5.0;
// How much we
var heightDamping = 2.0;
var rotationDamping = 3.0;



function LateUpdate () {
// Early out if we don't have a target
if (!target)
return;

// Calculate the current rotation angles
wantedRotationAngle = target.eulerAngles.y;
wantedHeight = target.position.y + height;

currentRotationAngle = transform.eulerAngles.y;
currentHeight = transform.position.y;

// Damp the rotation around the y-axis
currentRotationAngle = Mathf.LerpAngle (currentRotationAngle, wantedRotationAngle, rotationDamping * Time.deltaTime);

// Damp the height
currentHeight = Mathf.Lerp (currentHeight, wantedHeight, heightDamping * Time.deltaTime);

// Convert the angle into a rotation
currentRotation = Quaternion.Euler (0, currentRotationAngle, 0);

// Set the position of the camera on the x-z plane to:
// distance meters behind the target
transform.position = target.position;
transform.position -= currentRotation * Vector3.forward * distance;

// Set the height of the camera
transform.position.y = currentHeight;

// Always look at the target
transform.LookAt (target);
}


Save the script and then drag it onto the Main Camera asset in the hierachy window. Highlight the main camera asset and the drag the Lerpz asset onto the target section to set what the camera is going to follow.

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