Развитие гоночек
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using UnityEngine;
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public class RacingCamera : MonoBehaviour
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{
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public enum CameraMode
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{
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Follow,
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Orbit,
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Hood,
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Bumper
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}
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[Header("Target")]
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public Transform carTarget;
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public Rigidbody carRigidbody;
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[Header("Camera Mode")]
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public CameraMode currentMode = CameraMode.Follow;
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public KeyCode switchKey = KeyCode.C;
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[Header("Follow Mode Settings")]
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public Vector3 followOffset = new Vector3(0, 3, -8);
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public float followSmoothTime = 0.1f;
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[Header("Orbit Mode Settings")]
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public float orbitDistance = 10f;
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public float orbitHeight = 3f;
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public float orbitSpeed = 2f;
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private float orbitAngle = 0f;
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[Header("First Person Settings")]
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public Transform hoodCameraPosition;
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public Transform bumperCameraPosition;
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[Header("Look Settings")]
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public float lookAheadDistance = 5f;
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public Vector3 lookAtOffset = new Vector3(0, 1.5f, 0);
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private Vector3 velocity = Vector3.zero;
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private Camera cam;
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void Start()
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{
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cam = GetComponent<Camera>();
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if (carRigidbody == null && carTarget != null)
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carRigidbody = carTarget.GetComponent<Rigidbody>();
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}
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void Update()
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{
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// Переключение режимов камеры
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if (Input.GetKeyDown(switchKey))
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{
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SwitchCameraMode();
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}
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}
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void LateUpdate()
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{
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if (carTarget == null) return;
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switch (currentMode)
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{
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case CameraMode.Follow:
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UpdateFollowCamera();
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break;
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case CameraMode.Orbit:
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UpdateOrbitCamera();
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break;
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case CameraMode.Hood:
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UpdateFirstPersonCamera(hoodCameraPosition);
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break;
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case CameraMode.Bumper:
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UpdateFirstPersonCamera(bumperCameraPosition);
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break;
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}
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}
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void SwitchCameraMode()
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{
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currentMode = (CameraMode)(((int)currentMode + 1) % 4);
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Debug.Log("Camera mode: " + currentMode);
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}
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void UpdateFollowCamera()
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{
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// Рассчитываем позицию с учетом скорости
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Vector3 targetPosition = CalculateFollowPosition();
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// Плавное перемещение
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transform.position = Vector3.SmoothDamp(
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transform.position,
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targetPosition,
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ref velocity,
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followSmoothTime
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);
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// Направление взгляда с опережением
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Vector3 lookTarget = carTarget.position +
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carTarget.forward * lookAheadDistance +
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lookAtOffset;
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transform.LookAt(lookTarget);
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}
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Vector3 CalculateFollowPosition()
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{
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Vector3 basePosition = carTarget.position +
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carTarget.TransformDirection(followOffset);
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// Динамическое смещение на основе скорости
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if (carRigidbody != null)
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{
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float speedFactor = Mathf.Clamp01(carRigidbody.linearVelocity.magnitude / 50f);
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Vector3 speedOffset = carTarget.forward * speedFactor * -3f;
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basePosition += speedOffset;
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}
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return basePosition;
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}
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void UpdateOrbitCamera()
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{
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// Автоматическое вращение вокруг машины
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orbitAngle += orbitSpeed * Time.deltaTime;
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// Рассчитываем позицию по окружности
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float x = Mathf.Sin(orbitAngle) * orbitDistance;
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float z = Mathf.Cos(orbitAngle) * orbitDistance;
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Vector3 orbitPosition = carTarget.position +
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new Vector3(x, orbitHeight, z);
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transform.position = orbitPosition;
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transform.LookAt(carTarget.position + lookAtOffset);
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}
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void UpdateFirstPersonCamera(Transform cameraPosition)
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{
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if (cameraPosition == null)
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{
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// Резервная позиция
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transform.position = carTarget.position +
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carTarget.forward * 1f +
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Vector3.up * 1.5f;
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transform.rotation = carTarget.rotation;
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return;
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}
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transform.position = cameraPosition.position;
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transform.rotation = cameraPosition.rotation;
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// Добавляем небольшую тряску на скорости
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if (carRigidbody != null)
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{
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float shakeAmount = carRigidbody.linearVelocity.magnitude * 0.001f;
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transform.position += Random.insideUnitSphere * shakeAmount;
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}
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}
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// Визуализация в редакторе
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void OnDrawGizmosSelected()
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{
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if (carTarget != null)
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{
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Gizmos.color = Color.yellow;
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Gizmos.DrawWireSphere(carTarget.position + lookAtOffset, 0.5f);
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Gizmos.DrawLine(transform.position, carTarget.position + lookAtOffset);
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}
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}
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}
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