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FollowTarget.cs
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82 lines (76 loc) · 3.12 KB
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using UnityEngine;
/* Copyright (c) 2025 Petar Petrov (PeterSvP)
* https://pi-dev.com * https://store.steampowered.com/pub/pidev
*
* The MIT License (MIT)
*
* 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 NON-INFRINGEMENT. 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.
*
* ============= Description =============
* Follows a target transform in applying a configurable offset.
* Automatically moves using Rigidbody if available; destroys self if the target is missing (optional).
* Useful for attaching floating UI, indicators, or effects to dynamic objects.
*
* ============= Usage =============
* Assign a target in the inspector or via SetTarget().
* Enable DestroyIfTargetMissing to auto-clean when the target disappears.
*/
namespace PiDev.Utilities
{
[ExecuteInEditMode]
public class FollowTarget : MonoBehaviour
{
public Transform target;
public Vector3 offset = new Vector3(0f, 7.5f, 0f);
public bool DestroyIfTargetMissing;
Rigidbody rb;
private void Start()
{
rb = GetComponent<Rigidbody>();
}
public void SetTarget(Transform t, bool destroyIfMissing = false, Vector3? offset = null)
{
target = t;
DestroyIfTargetMissing = destroyIfMissing;
if (offset != null) this.offset = offset.Value;
}
public void Update()
{
#if UNITY_EDITOR
if (target != null)
{
if (Application.isPlaying)
{
if (rb) rb.MovePosition(target.position + offset);
else transform.position = target.position + offset;
}
else transform.position = target.position + offset;
}
else if (Application.isPlaying && DestroyIfTargetMissing) Destroy(gameObject);
#else
if (target != null)
{
if (rb) rb.MovePosition(target.position + offset);
else transform.position = target.position + offset;
}
else if(DestroyIfTargetMissing) Destroy(gameObject);
#endif
}
}
}