Hi all, this is my first time posting on the forums, hope i don’t offend anyone with my noobish question…
anyway, back to the question., i have done up a camera bound script which prevents the camera from viewing the blue background in my game, the camera is attached to my player as a child. i wanted to ask if there was a way to add back the offset moved by the player when he reaches the border cos the moment i move in a different direction the camera just moves with the player being in his last position
CameraMovement class
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class CameraMovement : MonoBehaviour {
public GameObject Player;
Vector3 minCamera;
Vector3 MaxCamera;
Camera mainCam;
public int MinY,MaxY,MinX,MaxX;
// Use this for initialization
void Start ()
{
// MinY = 0;
// MaxY = 0;
// MinX = 0;
// MaxX = 0;
mainCam = Camera.mainCamera;
}
void CameraRestriction ()
{
if(mainCam.transform.position.y < MinY)//-1310
{
mainCam.transform.position = new Vector3(mainCam.transform.position.x,MinY,mainCam.transform.position.z);
}
if(mainCam.transform.position.y > MaxY)//288
{
mainCam.transform.position = new Vector3(mainCam.transform.position.x,MaxY,mainCam.transform.position.z);
}
if(mainCam.transform.position.x < MinX)//-1129
{
mainCam.transform.position = new Vector3(MinX,mainCam.transform.position.y,mainCam.transform.position.z);
}
if(mainCam.transform.position.x > MaxX)//130
{
mainCam.transform.position = new Vector3(MaxX,mainCam.transform.position.y,mainCam.transform.position.z);
}
//transform.LookAt( GameObject.FindGameObjectWithTag("Player").transform);
}
void OnDrawGizmos()
{
// Gizmos.DrawWireCube(new Vector(Mathf.,MaxY-MinY),Vector3(10,10,10));
}
void CameraOffset()
{
Vector3 Offset;
}
// Update is called once per frame
void Update ()
{
//Gizmos.DrawCube(Vector3.one,new Vector3(MaxX-MinX,MaxY-MinY,0));
CameraRestriction ();
}
}