forked from BilalY/Rasagar
45 lines
1.8 KiB
C#
45 lines
1.8 KiB
C#
using System;
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using UnityEngine;
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namespace Cinemachine.Examples
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{
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[RequireComponent(typeof(CinemachineTargetGroup))]
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public class LoseSightWhenTargetsFallsOffThePlatform : MonoBehaviour
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{
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[Tooltip("The platform from which LoseSightAtRange is calculated")]
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public Transform LowerPlatform;
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[Tooltip("The weight of a transform in the target group is 1 when above the Lower Platform. When a transform is " +
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"below the Lower Platform, then its weight decreases based on the distance between the transform and the " +
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"Lower Platform and it reaches 0 at LoseSightAtRange. If you set this value to 0, then the transform is removed " +
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"instantly when below the Lower Platform.")]
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[Range(0, 30)]
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public float LoseSightAtRange = 20;
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CinemachineTargetGroup m_TargetGroup;
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void Awake()
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{
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m_TargetGroup = GetComponent<CinemachineTargetGroup>();
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}
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void Update()
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{
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// iterate through each target in the targetGroup
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for (var index = 0; index < m_TargetGroup.m_Targets.Length; index++)
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{
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// skip null targets
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if (m_TargetGroup.m_Targets[index].target != null)
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{
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// calculate the distance between target and the LowerPlatform along the Y axis
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var distanceBelow = LowerPlatform.position.y - m_TargetGroup.m_Targets[index].target.position.y;
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// weight goes to 0 if it's farther below than LoseSightAtRange
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var weight = Mathf.Clamp(1 - distanceBelow / Mathf.Max(0.001f, LoseSightAtRange), 0, 1);
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m_TargetGroup.m_Targets[index].weight = weight;
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}
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}
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}
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}
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}
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