// *********************************************************************** // Assembly : Game // Author : Kimch // Created : 2020-09-02 // Description : // Last Modified By : // Last Modified On : // *********************************************************************** // // // *********************************************************************** using UnityEngine; namespace G { public class Cam_Move_ride : MonoBehaviour { public Transform cha1; public Vector3 camPos = new Vector3(0f, 1.75f, -1.35f); public float sinSpeed = 0.25f; public float sinOffset = 0.5f; private int _dx = 1; public Vector3 _hitShake1 = new Vector3(0.1f, 0f, 0.06f); public Vector3 _hitShake2 = new Vector3(0.1f, 0f, 0.06f); private Camera _myCamera; private void Awake() { _myCamera = this.GetComponent(); } public void Hitcam() { _dx = -_dx; this.transform.position += _hitShake1 * _dx; if (_myCamera.fieldOfView > 23f) { _myCamera.fieldOfView -= 1f; } } public void Hitcam2() { _dx = -_dx; this.transform.position += _hitShake2 * _dx; if (_myCamera.fieldOfView > 23f) { _myCamera.fieldOfView -= 1f; } } private void LateUpdate() { transform.LookAt(cha1); transform.position = camPos + Vector3.right * Mathf.Sin(Time.time * sinSpeed) * sinOffset; if (_myCamera.fieldOfView < 38f) { _myCamera.fieldOfView = Mathf.Lerp(_myCamera.fieldOfView, 38f, Time.deltaTime * 3f); } else { _myCamera.fieldOfView = 38f; } } } }