Hello I have a camera script that is following an Transform.
This transform is created while playing (Because I have a Multiplayer game, that need a camera for each player)
When I set the prefab as target, I get the error "setTarget has no reciever".
This is the script: Thanks
var target : Transform;
var targetHeight = 2.0;
var distance = 2.8;
var maxDistance = 10;
var minDistance = 0.5;
var xSpeed = 250.0;
var ySpeed = 120.0;
var yMinLimit = -40;
var yMaxLimit = 80;
static var camactive = true;
var zoomRate = 20;
var rotationDampening = 3.0;
private var x = 0.0;
private var y = 0.0;
static var underwater:boolean = false;
var isTalking:boolean = false;
@script AddComponentMenu("Camera-Control/WoW Camera")
function Start () {
var angles = transform.eulerAngles;
x = angles.y;
y = angles.x;
// Make the rigid body not change rotation
if (rigidbody)
rigidbody.freezeRotation = true;
}
function Update() {
if(underwater == true)
{
color = Color (56.0, 166.0, 198.0, 122.0);
RenderSettings.fogColor = color;
RenderSettings.fogDensity = 0.1;
}
}
function LateUpdate () {
if(!target)
return;
if (Input.GetButtonDown("Camera")){
camactive = !camactive;
}
// If either mouse buttons are down, let them govern camera position
if(camactive == true){
if (Input.GetMouseButton(0) || (Input.GetMouseButton(1))){
x += Input.GetAxis("Mouse X") * xSpeed * 0.02;
y -= Input.GetAxis("Mouse Y") * ySpeed * 0.02;
// otherwise, ease behind the target if any of the directional keys are pressed
} else if(Input.GetAxis("Vertical") || Input.GetAxis("Horizontal")) {
var targetRotationAngle = target.eulerAngles.y;
var currentRotationAngle = transform.eulerAngles.y;
x = Mathf.LerpAngle(currentRotationAngle, targetRotationAngle, rotationDampening * Time.deltaTime);
}
}
else{
if (Input.GetMouseButton(0) || (Input.GetMouseButton(1))){
x += Input.GetAxis("Mouse X") * xSpeed * 0.02;
y -= Input.GetAxis("Mouse Y") * ySpeed * 0.02;
// otherwise, ease behind the target if any of the directional keys are pressed
}
}
distance -= (Input.GetAxis("Mouse ScrollWheel") * Time.deltaTime) * zoomRate * Mathf.Abs(distance);
distance = Mathf.Clamp(distance, minDistance, maxDistance);
y = ClampAngle(y, yMinLimit, yMaxLimit);
// ROTATE CAMERA:
var rotation:Quaternion = Quaternion.Euler(y, x, 0);
transform.rotation = rotation;
// POSITION CAMERA:
var position = target.position - (rotation * Vector3.forward * distance + Vector3(0,-targetHeight,0));
transform.position = position;
// IS VIEW BLOCKED?
var hit : RaycastHit;
var trueTargetPosition : Vector3 = target.transform.position - Vector3(0,-targetHeight,0);
// Cast the line to check:
if (Physics.Linecast (trueTargetPosition, transform.position, hit)) {
// If so, shorten distance so camera is in front of object:
var tempDistance = Vector3.Distance (trueTargetPosition, hit.point) - 0.28;
// Finally, rePOSITION the CAMERA:
position = target.position - (rotation * Vector3.forward * tempDistance + Vector3(0,-targetHeight,0));
transform.position = position;
}
}
static function ClampAngle (angle : float, min : float, max : float) {
if (angle < -360)
angle += 360;
if (angle > 360)
angle -= 360;
return Mathf.Clamp (angle, min, max);
}