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Ignoring 2D Toolkit library
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.gitignore
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@ -16,3 +16,4 @@ _DOTween.Assembly/.git
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*.Unity*/*.suo
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*.Unity*/*.userprefs
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*.Unity*/Assets/Demigiant/DOTweenPro*
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*.Unity*/Assets/TK2D*
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UnityTests.Unity5/Assets/_Examples.meta
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UnityTests.Unity5/Assets/_Examples.meta
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UnityTests.Unity5/Assets/_Examples/FollowCamTopDown.cs
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UnityTests.Unity5/Assets/_Examples/FollowCamTopDown.cs
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using UnityEngine;
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using System.Collections;
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public class FollowCamTopDown : MonoBehaviour
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{
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public Transform player;
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public Transform cam;
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// Speed of the player
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public float speedXSecond = 4;
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// Camera offset when moving
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public float camOffset = 2;
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// Speed when animating camera offset
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public float camOffsetSpeed = 2;
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// Speed when returning camera to original position (when player is not moving).
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// You will want to keep this lower than the camOffsetSpeed to allow for better game feel ;)
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public float camResetSpeed = 1;
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Vector3 _moveDirection;
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void Update()
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{
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_moveDirection = Vector3.zero;
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if (Input.GetKey(KeyCode.UpArrow)) _moveDirection.z = 1;
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else if (Input.GetKey(KeyCode.DownArrow)) _moveDirection.z = -1;
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if (Input.GetKey(KeyCode.RightArrow)) _moveDirection.x = 1;
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else if (Input.GetKey(KeyCode.LeftArrow)) _moveDirection.x = -1;
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if (_moveDirection.sqrMagnitude > 0) {
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// The player is moving
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player.position += _moveDirection * speedXSecond * Time.deltaTime;
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// Determine camera's ideal position and lerp there
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Vector3 optimalCamPos = _moveDirection * camOffset;
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optimalCamPos.y = cam.localPosition.y;
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cam.localPosition = Vector3.Slerp(cam.localPosition, optimalCamPos, Time.deltaTime * camOffsetSpeed);
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} else {
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// Not moving. Just control camera
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Vector3 optimalCamPos = Vector3.zero;
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optimalCamPos.y = cam.localPosition.y;
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cam.localPosition = Vector3.Slerp(cam.localPosition, optimalCamPos, Time.deltaTime * camResetSpeed);
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}
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}
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}
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