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var cameraTransform : Transform;
private var _target : Transform;
// The distance in the x-z plane to the target

var distance = 7.0;
// the height we want the camera to be above the target
var height = 3.0;
var angularSmoothLag = 0.3;
var angularMaxSpeed = 15.0;
var heightSmoothLag = 0.3;
var snapSmoothLag = 0.2;
var snapMaxSpeed = 720.0;
var clampHeadPositionScreenSpace = 0.75;
var lockCameraTimeout = 0.2;
private var headOffset = Vector3.zero;
private var centerOffset = Vector3.zero;
private var heightVelocity = 0.0;
private var angleVelocity = 0.0;
private var snap = false;
private var controller : ThirdPersonController;
private var targetHeight = 100000.0; 
function Awake ()
{
	
function DebugDrawStuff ()
{
	Debug.DrawLine(_target.position, _target.position + headOffset);

}
function AngleDistance (a : float, b : float)
{
	a = Mathf.Repeat(a, 360);
	b = Mathf.Repeat(b, 360);
	
	return Mathf.Abs(b - a);
}
function Apply (dummyTarget : Transform, dummyCenter : Vector3)
{
	// Early out if we don't have a target
	if (!controller)
		return;
	
	var targetCenter = _target.position + centerOffset;
	var targetHead = _target.position + headOffset;

//	DebugDrawStuff();

		{
		if (controller.GetLockCameraTimer () < lockCameraTimeout)
		{
			targetAngle = currentAngle;
		}

		// Lock the camera when moving backwards!
		// * It is really confusing to do 180 degree spins when turning around.
		if (AngleDistance (currentAngle, targetAngle) > 160 && controller.IsMovingBackwards ())
			targetAngle += 180;

		
	
	// Set the height of the camera
	cameraTransform.position.y = currentHeight;
	
	// Always look at the target	
	SetUpRotation(targetCenter, targetHead);
}

function LateUpdate () {
	Apply (transform, Vector3.zero);
}

function Cut (dummyTarget : Transform, dummyCenter : Vector3)
{
	var oldHeightSmooth = heightSmoothLag;
	var oldSnapMaxSpeed = snapMaxSpeed;
	var oldSnapSmooth = snapSmoothLag;
	
	snapMaxSpeed = 10000;
	snapSmoothLag = 0.001;
	heightSmoothLag = 0.001;
	
	snap = true;
	Apply (transform, Vector3.zero);
	
	heightSmoothLag = oldHeightSmooth;
	snapMaxSpeed = oldSnapMaxSpeed;
	snapSmoothLag = oldSnapSmooth;
}


	else
	{
		extraLookAngle = extraLookAngle - centerToTopAngle;
		cameraTransform.rotation *= Quaternion.Euler(-extraLookAngle, 0, 0);
	}
}
function GetCenterOffset ()
{
	return centerOffset;
}

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