in Unity I have a camera as a child of a 2D gameobject (to follow it around). There is an IF statement that lets me move the camera ahead by holding down a key. I need a code to return the camera back to the gameobject after I let go. Thank you for the help.
public class camera : MonoBehaviour
{
public float panspeed = 30f;
public float panBorderThickness = 30f;
public GameObject ship1;
private Vector3 offset;
void Update()
{
if (Input.GetKey("f"))
{
Vector3 pos = transform.position;
if (Input.mousePosition.y >= Screen.height - panBorderThickness)
{
pos.y = panspeed * Time.deltaTime;
}
if (Input.mousePosition.y <= panBorderThickness)
{
pos.y -= panspeed * Time.deltaTime;
}
if (Input.mousePosition.x >= Screen.width - panBorderThickness)
{
pos.x = panspeed * Time.deltaTime;
}
if (Input.mousePosition.x <= panBorderThickness)
{
pos.x -= panspeed * Time.deltaTime;
}
transform.position = pos;
}
//something to return the camera back when i let go of F key
}
}
CodePudding user response:
if(Input.GetKeyUp("f")){
transform.position = ship1.transform.position;
}
Sidenote, you can't assign values to only one component of a vector. You need to reassign the entire vector with the new component or add/subtract to the original vector. Your script should look like
if (Input.GetKey("f"))
{
Vector3 pos = transform.position;
if (Input.mousePosition.y >= Screen.height - panBorderThickness)
{
pos = new Vector3(0, panspeed * Time.deltaTime, 0);
}
if (Input.mousePosition.y <= panBorderThickness)
{
pos -= new Vector3(0, panspeed * Time.deltaTime, 0);
}
if (Input.mousePosition.x >= Screen.width - panBorderThickness)
{
pos = new Vector3(panspeed * Time.deltaTime, 0, 0);
}
if (Input.mousePosition.x <= panBorderThickness)
{
pos -= new Vector3(panspeed * Time.deltaTime, 0, 0);
}
transform.position = pos;
}
if(Input.GetKeyUp("f"))
{
transform.position = GameObjectYouWant.transform.position;
}
CodePudding user response:
If I understand correctly you would want to smoothly move the camera back to its original position so I would probably do it like
private Vector3 originalPosition;
private void Start ()
{
originalPosition = transform.position;
}
private void Update ()
{
if (Input.GetKey("f"))
{
var pos = transform.position;
if (Input.mousePosition.y >= Screen.height - panBorderThickness)
{
pos.y = panspeed * Time.deltaTime;
}
if (Input.mousePosition.y <= panBorderThickness)
{
pos.y -= panspeed * Time.deltaTime;
}
if (Input.mousePosition.x >= Screen.width - panBorderThickness)
{
pos.x = panspeed * Time.deltaTime;
}
if (Input.mousePosition.x <= panBorderThickness)
{
pos.x -= panspeed * Time.deltaTime;
}
transform.position = pos;
}
else
{
transform.position = Vector3.MoveTowards(transform.position, originalPosition, panspeed * Time.deltaTime);
}
}