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73
Assets/Mirror/Examples/CouchCoop/Scripts/CameraViewForAll.cs
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73
Assets/Mirror/Examples/CouchCoop/Scripts/CameraViewForAll.cs
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using UnityEngine;
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namespace Mirror.Examples.CouchCoop
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{
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public class CameraViewForAll : MonoBehaviour
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{
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public Transform cameraTransform;
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public float camSpeed = 2.0f;
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public float orthoSizeSpeed = 2.0f;
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public Camera mainCamera;
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public float cameraZ = -5;
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public float cameraBufferX = 0.1f;
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public float cameraBufferY = 0.1f;
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public float minOrthographicSize = 0.1f;
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public float targetYPosition = 4.5f; // Optional Y position if cameras rotated
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private Vector2Int boundsMin;
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private Vector2Int boundsMax;
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private Vector3 targetCameraPosition;
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private float targetOrthographicSize;
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private void Update()
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{
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if (CouchPlayer.playersList.Count > 0)
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{
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CalculateBounds();
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CalculateTargetCameraPosAndSize();
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MoveCamera();
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}
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}
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private void CalculateBounds()
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{
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boundsMin = new Vector2Int(int.MaxValue, int.MaxValue);
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boundsMax = new Vector2Int(int.MinValue, int.MinValue);
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foreach (GameObject player in CouchPlayer.playersList)
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{
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Vector3 playerPosition = player.transform.position;
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boundsMin.x = Mathf.Min(boundsMin.x, Mathf.FloorToInt(playerPosition.x));
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boundsMin.y = Mathf.Min(boundsMin.y, Mathf.FloorToInt(playerPosition.y));
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boundsMax.x = Mathf.Max(boundsMax.x, Mathf.CeilToInt(playerPosition.x));
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boundsMax.y = Mathf.Max(boundsMax.y, Mathf.CeilToInt(playerPosition.y));
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}
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boundsMin.x -= Mathf.FloorToInt(cameraBufferX);
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boundsMin.y -= Mathf.FloorToInt(cameraBufferY);
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boundsMax.x += Mathf.CeilToInt(cameraBufferX);
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boundsMax.y += Mathf.CeilToInt(cameraBufferY);
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}
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private void CalculateTargetCameraPosAndSize()
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{
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float aspectRatio = (float)Screen.width / Screen.height;
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float requiredOrthographicSizeX = Mathf.Max((boundsMax.x - boundsMin.x) / 2 / aspectRatio, minOrthographicSize / aspectRatio);
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float requiredOrthographicSizeY = Mathf.Max(boundsMax.y - boundsMin.y / 2, minOrthographicSize);
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targetOrthographicSize = Mathf.Max(requiredOrthographicSizeX, requiredOrthographicSizeY);
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float cameraX = (boundsMax.x + boundsMin.x) / 2;
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float cameraY = targetYPosition != 0.0f ? targetYPosition : (boundsMax.y + boundsMin.y) / 2;
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targetCameraPosition = new Vector3(cameraX, cameraY, cameraZ);
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}
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private void MoveCamera()
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{
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cameraTransform.position = Vector3.Lerp(cameraTransform.position, targetCameraPosition, camSpeed * Time.deltaTime);
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mainCamera.orthographicSize = Mathf.Lerp(mainCamera.orthographicSize, targetOrthographicSize, orthoSizeSpeed * Time.deltaTime);
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}
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}
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}
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