using UnityEngine;
using System.Collections;
public class Camera_Script : MonoBehaviour {
private bool isTriggering = false;
private float distanceAdder = 0.0f;
private float distanceAdder2 = 0.0f;
private bool isExit = false;
public Transform target;
public Vector3 targetOffsetPos;
private Vector3 oldPos;
// Use this for initialization
void Start () {
}
// Update is called once per frame
void LateUpdate () {
if ( GetComponent<InGameState_Script>().state == InGameState_Script.InGameState.PLAYING
|| GetComponent<InGameState_Script>().state == InGameState_Script.InGameState.Run
|| GetComponent<InGameState_Script>().state == InGameState_Script.InGameState.Remove) {
oldPos = transform.position;
Vector3 newPos = new Vector3( target.position.x+targetOffsetPos.x, target.position.y+targetOffsetPos.y, target.position.z+targetOffsetPos.z );
float lerpX = Mathf.Lerp( oldPos.x, newPos.x, 0.05f );
float lerpY = Mathf.Lerp( oldPos.y, newPos.y, 0.05f );
float lerpZ = Mathf.Lerp( oldPos.z, newPos.z, 0.05f );
transform.position = new Vector3( lerpX, lerpY, lerpZ ); transform.LookAt( target );
}
if ( GetComponent<InGameState_Script>().state == InGameState_Script.InGameState.CORNER_1
|| GetComponent<InGameState_Script>().state == InGameState_Script.InGameState.CORNER) {
GameObject lanzador = GetComponent<InGameState_Script>().candidateToKick;
if ( lanzador ) {
transform.position = lanzador.transform.position - lanzador.transform.forward*15.0f + lanzador.transform.up*3.0f ;
transform.LookAt( target );
}
}
}
}