[Unity] ํ”Œ๋ ˆ์ด์–ด ์นด๋ฉ”๋ผ ๊ตฌํ˜„ํ•˜๊ธฐ - 3์ธ์นญ TopDown ์นด๋ฉ”๋ผ ๊ตฌํ˜„ํ•˜๊ธฐ

2024. 5. 8. 21:02ยท โš™๏ธ ์—”์ง„/๐Ÿค ์œ ๋‹ˆํ‹ฐ
๋ชฉ์ฐจ
  1. ๐ŸŒŸ mainCamera์— ๋ถ™๋Š” ์Šคํฌ๋ฆฝํŠธ

๐ŸŒŸ mainCamera์— ๋ถ™๋Š” ์Šคํฌ๋ฆฝํŠธ

using UnityEngine;

namespace FastCampus.Cameras {
     public class TopDownCamera : Monobehaviour {
          #region Variable
          public Transform target;
          private Vector3 refVelocity;

          public float height = 5f;
          public float distance = 10f;
          public float angle = 45f;
          public float lookAtHeight = 2f;
          public float smoothSpeed = 0.5f;
          #endregion

          private void Start() {
               HandleCamera();
          }

          private void LateUpdate() {
               HandleCamera();
          }

          #region Helper Methods
          [SerializeField]
          public override void HandleCamera() {
               if (!target) {
                    return;
               }

               // Build world position vector
               Vector3 worldPosition = (Vector3.forward * -distance) + (Vector3.up * height);

               // Build our Rotated vector
               Vector3 rotatedVector = Quaternion.AngleAxis(angle, Vector3.up) * worldPosition;

               // Move our position
               Vector3 flatTargetPosition = target.position;
               flatTargetPosition.y += lookAtHeight;

               Vector3 finalPosition = flatTargetPosition + rotatedVector;
               transform.position = Vector3.SmoothDamp(transform.position, finalPosition, ref refVelocity, smoothSpeed);
               transform.LookAt(target.position);
          }

          private void OnDrawGizmos() {
               Gizmos.color = new Color(1f, 0f, 0f, 0.5f);
               if (target) {
                    Vector3 lookAtPosition = target.position;
                    lookAtPosition.y += lookAtHeight;
                    Gizmos.DrawLine(transform.position, lookAtPosition);
                    Gizmos.DrawSphere(lookAtPosition, 0.25f);
               }

               Gizmos.DrawSphere(transform.position, 0.25f);
          }
          #endregion
     }
}
์ €์ž‘์žํ‘œ์‹œ (์ƒˆ์ฐฝ์—ด๋ฆผ)

'โš™๏ธ ์—”์ง„ > ๐Ÿค ์œ ๋‹ˆํ‹ฐ' ์นดํ…Œ๊ณ ๋ฆฌ์˜ ๋‹ค๋ฅธ ๊ธ€

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  1. ๐ŸŒŸ mainCamera์— ๋ถ™๋Š” ์Šคํฌ๋ฆฝํŠธ
'โš™๏ธ ์—”์ง„/๐Ÿค ์œ ๋‹ˆํ‹ฐ' ์นดํ…Œ๊ณ ๋ฆฌ์˜ ๋‹ค๋ฅธ ๊ธ€
  • [Unity] ํ”Œ๋ ˆ์ด์–ด ์นด๋ฉ”๋ผ ๊ตฌํ˜„ํ•˜๊ธฐ - ์นด๋ฉ”๋ผ ์—๋””ํ„ฐ ๊ธฐ๋Šฅ ํ™•์žฅํ•˜๊ธฐ
  • [Unity] ํ”Œ๋ ˆ์ด์–ด ์บ๋ฆญํ„ฐ ์ œ์ž‘ํ•˜๊ธฐ - ์บ๋ฆญํ„ฐ ๋ชจ๋ธ, ์• ๋‹ˆ๋ฉ”์ด์…˜ ์„ค์ •
  • [Unity] ํ”Œ๋ ˆ์ด์–ด ์บ๋ฆญํ„ฐ ์ œ์ž‘ํ•˜๊ธฐ - NavMeshAgent
  • [Unity] ํ”Œ๋ ˆ์ด์–ด ์บ๋ฆญํ„ฐ ์ œ์ž‘ํ•˜๊ธฐ - Character Controller
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[Unity] ํ”Œ๋ ˆ์ด์–ด ์นด๋ฉ”๋ผ ๊ตฌํ˜„ํ•˜๊ธฐ - 3์ธ์นญ TopDown ์นด๋ฉ”๋ผ ๊ตฌํ˜„ํ•˜๊ธฐ
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