using UnityEngine; namespace Jankenbots.Prototype { /// /// JANKENBOTS M1 — client-local follow camera for the shared bot. /// /// WHY THIS EXISTS: two pilots are each fighting for control of one janky body; /// the camera's whole job is to let a friend WATCH that chaos without becoming /// part of it. This is deliberately NOT a NetworkBehaviour — every client frames /// their own view locally off the shared, replicated chassis transform. There is /// nothing here for the host to authorize or sync. /// /// THE NAUSEA DECISION: the bot is designed to tip, spin, and lurch (that's the /// whole "janky" bit — see TreadPart's lock-pivot + passive-lean). A camera that /// rigidly inherits the chassis' rotation would roll and yaw right along with it, /// which reads as motion-sickness fuel, not slapstick. So this rig follows the /// chassis POSITION ONLY, holds a FIXED WORLD-SPACE offset (behind + above, using /// world axes, not the bot's own forward/up), and separately looks-at the bot. /// The tradeoff: the camera won't "face the way the bot is facing" the way a /// chase-cam in a racing game would, so if the bot spins in place the framing /// doesn't spin with it — on purpose. If M1 playtesting says the view feels too /// detached (the bot wanders out of frame during a hard turn), the next lever to /// pull is following bot YAW ONLY (ignore pitch/roll) rather than full rotation — /// not implemented here to keep v0.1 dead simple and guaranteed comfortable. /// /// Position smooths with SmoothDamp (velocity-aware, no overshoot-then-snap-back); /// the look-at direction smooths separately with a Slerp so the camera doesn't /// whip-pan when the bot lurches sideways. Tuning fields are public so we can dial /// the feel live in the inspector while friends are playing. /// public class FollowCamera : MonoBehaviour { [Header("Target")] [Tooltip("The bot chassis to follow. Leave empty to auto-find at Start (by name 'Bot', falling back to any SeatManager in the scene) — handy if the bot ends up spawned rather than placed in-scene.")] public Transform target; [Tooltip("Name to search for if Target is empty. Matches the in-scene Bot chassis GameObject.")] public string targetFallbackName = "Bot"; [Header("Framing — fixed WORLD-space offset from the target")] [Tooltip("Offset from the target's position, in WORLD axes (NOT the bot's local axes — see the nausea note in the class doc). Default sits behind and above a bot-scale body.")] public Vector3 worldOffset = new Vector3(0f, 8f, -12f); [Header("Smoothing")] [Tooltip("Approximate time (seconds) for the camera position to catch up to the target. Bigger = lazier/smoother, smaller = snappier/closer to rigid.")] [Range(0.02f, 2f)] public float positionSmoothTime = 0.25f; [Tooltip("Degrees/sec cap the look-at direction can rotate. Keeps a sudden bot lurch from whip-panning the view.")] public float lookAtDegreesPerSecond = 180f; [Tooltip("Extra height added to the look-at point above the target's pivot, so we frame the bot's body rather than staring at its feet.")] public float lookAtHeightOffset = 1f; // SmoothDamp's running velocity state — it owns this between calls, we just hand it back each frame. Vector3 _positionVelocity; // Current look direction, slewed toward the target each frame — separate from position // smoothing so a fast reposition doesn't also whip the facing around. Quaternion _currentLookRotation; void Start() { if (target == null) target = FindTarget(); if (target != null) { // Snap framing on the first frame instead of smoothing in from wherever the // camera happens to sit in the scene/editor. transform.position = target.position + worldOffset; _currentLookRotation = Quaternion.LookRotation(LookPoint() - transform.position, Vector3.up); transform.rotation = _currentLookRotation; } } // Runs AFTER Update/physics/NetworkTransform have moved the target this frame, so we're // always chasing its latest replicated position rather than a stale one. void LateUpdate() { if (target == null) { target = FindTarget(); if (target == null) return; // bot not in the scene yet — nothing to frame } // ---- Position: SmoothDamp toward target + fixed world offset --------------- Vector3 desiredPosition = target.position + worldOffset; transform.position = Vector3.SmoothDamp( transform.position, desiredPosition, ref _positionVelocity, positionSmoothTime); // ---- Look-at: Slerp the facing toward the target, capped in degrees/sec ----- // Position-follow-only (see class doc) means we still need to actively aim at // the bot rather than inherit its rotation — this is that aim, smoothed so a // sudden tip doesn't snap the view. Vector3 toTarget = LookPoint() - transform.position; if (toTarget.sqrMagnitude > 0.0001f) { Quaternion desiredLook = Quaternion.LookRotation(toTarget, Vector3.up); _currentLookRotation = Quaternion.RotateTowards( _currentLookRotation, desiredLook, lookAtDegreesPerSecond * Time.deltaTime); transform.rotation = _currentLookRotation; } } Vector3 LookPoint() => target.position + Vector3.up * lookAtHeightOffset; // Fallback target resolution: by name first (matches the in-scene "Bot" chassis), // then by any SeatManager in the scene (the chassis is where SeatManager lives — // see SeatManager.cs) in case the bot ends up renamed or spawned from a prefab. Transform FindTarget() { if (!string.IsNullOrEmpty(targetFallbackName)) { var byName = GameObject.Find(targetFallbackName); if (byName != null) return byName.transform; } var seats = Object.FindFirstObjectByType(); return seats != null ? seats.transform : null; } } }