Mini demo with all features
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using UnityEngine;
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using Unheimlich.Gameplay.Player;
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public class SecurityCameraController : MonoBehaviour
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{
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[Header("Tracking Settings")]
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[SerializeField] private float _trackingDistance = 10f;
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[SerializeField] private float _rotationSpeed = 2f;
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[SerializeField] private Transform _pivotPoint;
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[Header("LED Settings")]
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[SerializeField] private MeshRenderer _ledRenderer;
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[SerializeField] private float _blinkSpeed = 2f;
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[SerializeField] private float _minSmoothness = 0f;
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[SerializeField] private float _maxSmoothness = 0.5f;
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private CharacterController _playerController;
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private Material _ledMaterial;
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private float _blinkTimer;
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private bool _isTracking;
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void Start()
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{
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if (PlayerController.Instance != null)
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_playerController = PlayerController.Instance.GetComponent<CharacterController>();
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if (_ledRenderer != null)
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{
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_ledMaterial = _ledRenderer.material;
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}
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if (_pivotPoint == null)
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_pivotPoint = transform;
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}
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void Update()
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{
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if (_playerController == null) return;
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float distanceToPlayer = Vector3.Distance(_pivotPoint.position, _playerController.transform.position);
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_isTracking = distanceToPlayer <= _trackingDistance;
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if (_isTracking)
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{
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TrackPlayer();
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}
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UpdateLedBlink();
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}
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void TrackPlayer()
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{
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Vector3 directionToPlayer = _playerController.transform.position - _pivotPoint.position;
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if (directionToPlayer.sqrMagnitude > 0.001f)
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{
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Vector3 forward = -directionToPlayer.normalized;
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Vector3 right = Vector3.Cross(Vector3.up, forward).normalized;
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Vector3 up = Vector3.Cross(forward, right);
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Quaternion targetRotation = Quaternion.LookRotation(up, forward);
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_pivotPoint.rotation = Quaternion.Slerp(_pivotPoint.rotation, targetRotation, Time.deltaTime * _rotationSpeed);
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}
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}
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void UpdateLedBlink()
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{
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if (_ledMaterial == null) return;
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_blinkTimer += Time.deltaTime * _blinkSpeed;
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float smoothness = Mathf.Lerp(_minSmoothness, _maxSmoothness, Mathf.PingPong(_blinkTimer, 1f));
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_ledMaterial.SetFloat("_Smoothness", smoothness);
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}
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void OnDestroy()
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{
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if (_ledMaterial != null)
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Destroy(_ledMaterial);
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}
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void OnDrawGizmosSelected()
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{
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if (_pivotPoint == null)
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_pivotPoint = transform;
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Gizmos.color = Color.yellow;
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Gizmos.DrawWireSphere(_pivotPoint.position, _trackingDistance);
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Gizmos.color = Color.red;
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Gizmos.DrawLine(_pivotPoint.position, _pivotPoint.position + _pivotPoint.forward * 2f);
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}
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}
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