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- /******************************************************************************
- * Spine Runtimes Software License
- * Version 2.1
- *
- * Copyright (c) 2013, Esoteric Software
- * All rights reserved.
- *
- * You are granted a perpetual, non-exclusive, non-sublicensable and
- * non-transferable license to install, execute and perform the Spine Runtimes
- * Software (the "Software") solely for internal use. Without the written
- * permission of Esoteric Software (typically granted by licensing Spine), you
- * may not (a) modify, translate, adapt or otherwise create derivative works,
- * improvements of the Software or develop new applications using the Software
- * or (b) remove, delete, alter or obscure any trademarks or any copyright,
- * trademark, patent or other intellectual property or proprietary rights
- * notices on or in the Software, including any copy thereof. Redistributions
- * in binary or source form must include this license and terms.
- *
- * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
- * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
- * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
- * EVENT SHALL ESOTERIC SOFTARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
- * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
- * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
- * OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
- * WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
- * OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
- * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- *****************************************************************************/
- /*****************************************************************************
- * Constrained Camera created by Mitch Thompson
- * Full irrevocable rights and permissions granted to Esoteric Software
- *****************************************************************************/
- using UnityEngine;
- using System.Collections;
- public class ConstrainedCamera : MonoBehaviour {
- public Transform target;
- public Vector3 offset;
- public Vector3 min;
- public Vector3 max;
- public float smoothing = 5f;
-
- // Use this for initialization
- void Start () {
-
- }
-
- // Update is called once per frame
- void LateUpdate () {
- Vector3 goalPoint = target.position + offset;
- goalPoint.x = Mathf.Clamp(goalPoint.x, min.x, max.x);
- goalPoint.y = Mathf.Clamp(goalPoint.y, min.y, max.y);
- goalPoint.z = Mathf.Clamp(goalPoint.z, min.z, max.z);
- transform.position = Vector3.Lerp(transform.position, goalPoint, smoothing * Time.deltaTime);
- }
- }
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