// Copyright (C) 2023 Nicholas Maltbie // // Permission is hereby granted, free of charge, to any person obtaining a copy of this software and // associated documentation files (the "Software"), to deal in the Software without restriction, // including without limitation the rights to use, copy, modify, merge, publish, distribute, // sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in all copies or // substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING // BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND // NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY // CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, // ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE // SOFTWARE. using nickmaltbie.OpenKCC.Character; using nickmaltbie.TestUtilsUnity; using UnityEngine; namespace nickmaltbie.OpenKCC.cinemachine.Player { public class SmoothAvatarPos : MonoBehaviour, IOnPlayerTeleport { /// /// Unity service for managing testing. /// public IUnityService unityService = UnityService.Instance; /// /// Avatar base to rotate. /// public GameObject avatarBase; /// /// Factor to smooth player position by. /// [Range(0.0f, 1.0f)] public float smooth = 0.05f; /// /// Saved offset of avatar from current position. /// private Vector3 offset; /// /// Previous position of player. /// private Vector3 previousPos; public void Awake() { previousPos = transform.position; offset = avatarBase.transform.position - transform.position; } public void FixedUpdate() { previousPos = Vector3.Lerp(transform.position, previousPos, smooth); avatarBase.transform.position = previousPos + offset; } public void OnPlayerTeleport(Vector3 destPos, Quaternion destRot) { previousPos = destPos; } } }