代码拉取完成,页面将自动刷新
同步操作将从 liyonghelpme/rongYaoDaLuCode 强制同步,此操作会覆盖自 Fork 仓库以来所做的任何修改,且无法恢复!!!
确定后同步将在后台操作,完成时将刷新页面,请耐心等待。
using System;
using UnityEngine;
public class AstarSmoothFollow2 : MonoBehaviour
{
public float damping = 5f;
public float distance = 3f;
public bool followBehind = true;
public float height = 3f;
public float rotationDamping = 10f;
public bool smoothRotation = true;
public bool staticOffset;
public Transform target;
private void LateUpdate()
{
Vector3 vector;
if (this.staticOffset)
{
vector = this.target.position + new Vector3(0f, this.height, this.distance);
}
else if (this.followBehind)
{
vector = this.target.TransformPoint(0f, this.height, -this.distance);
}
else
{
vector = this.target.TransformPoint(0f, this.height, this.distance);
}
base.transform.position = Vector3.Lerp(base.transform.position, vector, Time.deltaTime * this.damping);
if (this.smoothRotation)
{
Quaternion to = Quaternion.LookRotation(this.target.position - base.transform.position, this.target.up);
base.transform.rotation = Quaternion.Slerp(base.transform.rotation, to, Time.deltaTime * this.rotationDamping);
}
else
{
base.transform.LookAt(this.target, this.target.up);
}
}
}
此处可能存在不合适展示的内容,页面不予展示。您可通过相关编辑功能自查并修改。
如您确认内容无涉及 不当用语 / 纯广告导流 / 暴力 / 低俗色情 / 侵权 / 盗版 / 虚假 / 无价值内容或违法国家有关法律法规的内容,可点击提交进行申诉,我们将尽快为您处理。