新增SensorToolkit

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2026-05-23 08:48:48 +08:00
parent 9369f512d1
commit 81c326af53
557 changed files with 186698 additions and 137 deletions

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using UnityEngine;
using System.Collections;
namespace Micosmo.SensorToolkit.Example
{
/* When the pickup is detected in the score zone it's team wins a point. */
public class ScoreZone : MonoBehaviour
{
public Sensor PickupSensor;
public GameObject ScoreEffect;
void Update()
{
var pickup = PickupSensor.GetNearestComponent<Holdable>();
if (pickup != null)
{
// Pickup has been brought to score zone. It's team scores!
if (ScoreEffect != null)
{
Instantiate(ScoreEffect, pickup.transform.position, pickup.transform.rotation);
}
Destroy(pickup.gameObject);
}
}
}
}

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using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using Micosmo.SensorToolkit.Extras;
namespace Micosmo.SensorToolkit.Example {
public class SoldierAI : StupidSimpleFSM {
[Header("References")]
public Sensor Sight;
public SteeringSensor SteerSensor;
public IgnoreProcessor IgnoreProc;
public Holder Holder;
public GunWithClip Gun;
public TeamMember TeamMember;
GameObject myBase;
void OnEnable() {
SetFSMState(DefaultState());
}
void Start() {
myBase = GameObject.Find(TeamMember.Team == Teams.Yellow ? "YellowBase" : "MagentaBase");
}
void Update() {
SteerSensor.Locomotion.MaxSpeedMultiplier = Holder.IsHolding ? .5f : 1f;
}
IEnumerator DefaultState() {
while (true) {
yield return null;
if (Holder.Held != null) {
yield return SetFSMState(CarryToBaseState());
}
var nearestPickup = Sight.GetNearestComponent<Holdable>();
if (nearestPickup != null) {
if (nearestPickup.IsHeld && TeamMember.IsEnemy(nearestPickup.Holder.gameObject)) {
yield return SetFSMState(AttackState(nearestPickup.Holder.gameObject));
} else if (Random.value > 0.9f) {
yield return SetFSMState(PickUpState(nearestPickup));
}
}
var nearestEnemy = Sight.GetNearestDetection(s => TeamMember.IsEnemy(s.Object));
if (nearestEnemy != null) {
yield return SetFSMState(AttackState(nearestEnemy));
}
float countdown = 1f;
while (countdown > 0f) {
// Make way to the center of the map
SteerSensor.ArriveTo(Vector3.zero);
SteerSensor.Locomotion.Strafing.Clear();
countdown -= Time.deltaTime;
yield return null;
}
}
}
IEnumerator AttackState(GameObject target) {
if (target == null) {
yield return SetFSMState(DefaultState());
} else if ((target.transform.position - transform.position).magnitude > 10f) {
yield return SetFSMState(ChargeState(target));
} else {
yield return SetFSMState(StrafeState(target));
}
}
IEnumerator ChargeState(GameObject target) {
var timer = Random.Range(0.5f, 2f);
while (timer >= 0f) {
timer -= Time.deltaTime;
yield return null;
if (target == null) {
break;
}
SteerSensor.SeekTo(target.transform);
SteerSensor.Locomotion.Strafing.Clear();
Gun.Fire();
if (Gun.IsEmptyClip) {
Gun.Reload();
}
}
yield return SetFSMState(DefaultState());
}
IEnumerator StrafeState(GameObject target) {
var timer = Random.Range(0.5f, 2f);
var strafeDirection = new Vector3(Random.Range(-1f, 1f), 0f, Random.Range(-1f, 1f)).normalized;
while (timer > 0f) {
timer -= Time.deltaTime;
yield return null;
if (target == null) {
break;
}
SteerSensor.SeekTo(transform.position + strafeDirection * 10);
SteerSensor.Locomotion.Strafing.SetFaceTarget(target.transform);
Gun.Fire();
if (Gun.IsEmptyClip && !Gun.IsReloading) {
Gun.Reload();
if (Random.value > 0.5f) {
yield return SetFSMState(FleeState());
}
}
}
yield return SetFSMState(DefaultState());
}
IEnumerator FleeState() {
var timer = Random.Range(2f, 4f);
SteerSensor.Locomotion.Strafing.Clear();
while (timer > 0) {
timer -= Time.deltaTime;
yield return null;
var nearestEnemy = Sight.GetNearestDetection(s => TeamMember.IsEnemy(s.Object));
if (nearestEnemy == null) {
break;
}
SteerSensor.SeekTo(nearestEnemy.transform, 20f); // Seek position 20-units away from target. This will cause flee
}
SteerSensor.Stop();
yield return SetFSMState(DefaultState());
}
IEnumerator PickUpState(Holdable pickup) {
float timer = 4f;
while (timer > 0f) {
timer -= Time.deltaTime;
yield return null;
if (pickup == null || pickup.IsHeld) {
yield return SetFSMState(DefaultState());
}
IgnoreProc.ToIgnore = pickup.gameObject;
SteerSensor.ArriveTo(pickup.transform);
SteerSensor.Locomotion.Strafing.Clear();
if (Holder.CanPickUp(pickup)) {
Holder.PickUp(pickup);
break;
}
}
while (Holder.IsInteracting) {
yield return null;
}
yield return SetFSMState(DefaultState());
}
IEnumerator CarryToBaseState() {
while (true) {
yield return null;
if (Holder.Held == null) {
yield return SetFSMState(DefaultState());
}
SteerSensor.ArriveTo(myBase.transform);
SteerSensor.Locomotion.Strafing.Clear();
}
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Micosmo.SensorToolkit.Example.Developer {
public class ScreenRay : MonoBehaviour {
[Header("References")]
public GameObject LineGraphic;
[Header("Runtime")]
public Vector2 P1;
public Vector2 P2;
public Vector2 Direction => (P2 - P1);
public bool IsZero => Direction == Vector2.zero;
public void Clear() {
P1 = P2 = Vector2.zero;
}
void LateUpdate() {
var mouseGUIPos = new Vector2(Input.mousePosition.x, Screen.height - Input.mousePosition.y);
var isOverGUI = TestAngleSensor.GUIRect.Contains(mouseGUIPos);
if (!isOverGUI) {
if (Input.GetMouseButtonDown(0)) {
P1 = P2 = Input.mousePosition;
}
if (Input.GetMouseButton(0)) {
P2 = Input.mousePosition;
}
}
Draw(LineGraphic);
}
void Draw(GameObject lineGraphic) {
if (P1 == P2) {
lineGraphic.SetActive(false);
return;
}
lineGraphic.SetActive(true);
var cam = Camera.main;
var p1Proj = cam.ScreenToWorldPoint(new Vector3(P1.x, P1.y, 1f));
var p2Proj = cam.ScreenToWorldPoint(new Vector3(P2.x, P2.y, 1f));
lineGraphic.transform.position = p1Proj;
lineGraphic.transform.LookAt(p2Proj);
lineGraphic.transform.localScale = new Vector3(1f, 1f, Vector3.Distance(p1Proj, p2Proj));
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Micosmo.SensorToolkit.Example.Developer {
public class TargetGraphics : MonoBehaviour {
[Header("References")]
public Material Mat1;
public Material Mat2;
public GameObject Diamond;
public GameObject Border;
[Header("Runtime")]
public GameObject Target;
Renderer[] renderers;
void Awake() {
renderers = gameObject.GetComponentsInChildren<Renderer>();
}
public void SetStyle(int code) {
var mat = code == 0 ? Mat1 : Mat2;
foreach (var renderer in renderers) {
renderer.sharedMaterial = mat;
}
}
void LateUpdate() {
if (Target == null) {
Diamond.SetActive(false);
Border.SetActive(false);
return;
}
Diamond.SetActive(true);
Border.SetActive(true);
var bounds = GetBoundsOfTarget();
transform.position = bounds.center;
Diamond.transform.localPosition = Vector3.up * bounds.extents.y;
Border.transform.localScale = new Vector3(bounds.size.x, bounds.size.y, 1f);
var cam = Camera.main;
transform.LookAt(cam.transform.position);
}
Bounds GetBoundsOfTarget() {
Bounds bounds = default;
var renderers = Target.GetComponentsInChildren<Renderer>();
foreach (var renderer in renderers) {
if (bounds.size == Vector3.zero) {
bounds = renderer.bounds;
} else {
bounds.Encapsulate(renderer.bounds);
}
}
return bounds;
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace Micosmo.SensorToolkit.Example.Developer {
public class TestAngleSensor : MonoBehaviour {
public static Rect GUIRect = new Rect(10, 10, 150, 100);
[Header("Prefabs")]
public ScreenRay ScreenRayPrefab;
public TargetGraphics TargetGraphicsPrefab;
[Header("References")]
public Sensor InputSensor;
[Header("Attributes")]
public FOVRange FOV;
public AngleEnumerator.AngleMethodType AngleMethod;
public AngleEnumerator.SortByType SortBy;
public float VerticalAnglePenalty = 0.5f;
public float DistancePenalty = 0.5f;
[Header("Runtime")]
public GameObject Target;
ScreenRay screenRay;
TargetGraphics targetGraphics;
TargetGraphics nextTargetGraphics;
AngleEnumerator angleEnumerator = AngleEnumerator.Create();
void Awake() {
screenRay = Instantiate(ScreenRayPrefab.gameObject).GetComponent<ScreenRay>();
targetGraphics = Instantiate(TargetGraphicsPrefab.gameObject).GetComponent<TargetGraphics>();
targetGraphics.SetStyle(0);
nextTargetGraphics = Instantiate(TargetGraphicsPrefab.gameObject).GetComponent<TargetGraphics>();
nextTargetGraphics.SetStyle(1);
}
void Update() {
if (Target) {
transform.LookAt(Target.transform);
}
targetGraphics.Target = Target;
if (Target) {
nextTargetGraphics.Target = GetSuccessor(Target.transform.position, VerticalAnglePenalty, DistancePenalty, Target);
}
}
void ResetState() {
Target = null;
targetGraphics.Target = null;
nextTargetGraphics.Target = null;
screenRay.Clear();
transform.rotation = Quaternion.identity;
}
void TargetNearest() {
var results = GetDetectionsByCentralAngle();
Target = results.Count > 0 ? results[0].Object : null;
}
void TargetNext() {
if (Target) {
Target = GetSuccessor(Target.transform.position, VerticalAnglePenalty, DistancePenalty, Target);
}
}
public GameObject GetSuccessor(Vector3 refPoint, float vertAnglePenalty, float distPenalty, GameObject ignore = null) {
if (screenRay.IsZero) {
return null;
}
var frame = ReferenceFrame.From(transform, screenRay.Direction);
var dirCoords = AngleUtils.ViewAnglesToPoint(frame, refPoint);
var results = GetDetectionsByPlanarAngle();
var bestGrade = float.MaxValue;
GameObject bestObject = null;
foreach (var result in results) {
if (ReferenceEquals(result.Object, ignore)) {
continue;
}
var deltaHoriz = result.Angles.HorizAngle - dirCoords.HorizAngle;
if (deltaHoriz < 0) {
deltaHoriz += 360f;
}
var grade = deltaHoriz + (vertAnglePenalty * Mathf.Abs(result.Angles.VertAngle)) + (distPenalty * result.Distance);
if (grade < bestGrade) {
bestGrade = grade;
bestObject = result.Object;
}
}
return bestObject;
}
public List<AngleEnumerator.AngleResult> GetDetectionsByCentralAngle() {
var frame = ReferenceFrame.From(transform, Vector2.right);
angleEnumerator.AngleMethod = AngleEnumerator.AngleMethodType.BoundingBox;
angleEnumerator.SortBy = AngleEnumerator.SortByType.CentralAngle;
angleEnumerator.Calculate(frame, FOV, InputSensor.GetSignals());
return angleEnumerator.results;
}
public List<AngleEnumerator.AngleResult> GetDetectionsByPlanarAngle() {
var frame = ReferenceFrame.From(transform, screenRay.Direction);
angleEnumerator.AngleMethod = AngleEnumerator.AngleMethodType.Center;
angleEnumerator.SortBy = AngleEnumerator.SortByType.HorizontalAngle;
angleEnumerator.Calculate(frame, FOV, InputSensor.GetSignals());
return angleEnumerator.results;
}
void OnDrawGizmosSelected() {
if (!Application.isPlaying) {
return;
}
var frame = ReferenceFrame.From(transform, screenRay.IsZero ? Vector2.right : screenRay.Direction);
frame.DrawGizmos(1);
FOV.DrawGizmos(frame);
angleEnumerator.DrawGizmos();
}
void OnGUI() {
#if UNITY_EDITOR
GUI.skin.label.fontSize = 20;
GUILayout.BeginArea(GUIRect, EditorStyles.helpBox);
if (GUILayout.Button("Reset")) {
ResetState();
}
if (GUILayout.Button("Target Nearest")) {
TargetNearest();
}
if (GUILayout.Button("Target Next")) {
TargetNext();
}
GUILayout.EndArea();
GUI.skin = null;
#endif
}
}
}

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using System.Linq;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Micosmo.SensorToolkit.Experimental;
namespace Micosmo.SensorToolkit.Example.Developer {
public class TestProjectiveSphere : MonoBehaviour {
public List<Polygon> Polygons = new List<Polygon>();
void OnDrawGizmos() {
SensorGizmos.PushColor(Color.blue);
SensorGizmos.SphereGizmo(transform.position, 1f);
SensorGizmos.PopColor();
foreach (var polygon in Polygons) {
polygon.DrawGizmos(this);
}
}
void ProjectPointGizmo(Vector3 point, float pointSize = 0.02f) {
var spherePoint = transform.InverseTransformPoint(point).normalized;
var projPoint = ProjectiveSphere.Project(spherePoint);
SensorGizmos.PushColor(Color.red);
SensorGizmos.SphereGizmo(transform.TransformPoint(spherePoint), pointSize);
SensorGizmos.PopColor();
if (!projPoint.IsInfinity) {
var worldProjPoint = transform.TransformPoint(projPoint);
SensorGizmos.PushColor(Color.green);
SensorGizmos.SphereGizmo(worldProjPoint, pointSize);
SensorGizmos.PopColor();
}
}
void ProjectPolylineGizmo(List<Vector3> polyline, bool showProjLines, float pointSize = 0.02f) {
var projPolyline = new List<ProjectiveSphere.Point>();
foreach (var pt in polyline) {
var localPoint = transform.InverseTransformPoint(pt);
projPolyline.Add(ProjectiveSphere.Project(localPoint));
}
SensorGizmos.PushColor(Color.red);
foreach (var pt in projPolyline) {
var spherePoint = transform.TransformPoint(pt.Unproject);
SensorGizmos.SphereGizmo(spherePoint, pointSize);
}
var isClockWise = Vector3.Cross((Vector3)projPolyline[1] - (Vector3)projPolyline[0], (Vector3)projPolyline[2] - (Vector3)projPolyline[1]).z > 0;
SensorGizmos.PushColor(isClockWise ? Color.green : Color.yellow);
SensorGizmos.Polyline(2f, projPolyline.Select(pt => transform.TransformPoint(pt)).ToArray());
SensorGizmos.PopColor();
SensorGizmos.PopColor();
if (showProjLines) {
SensorGizmos.PushColor(Color.white);
for (int i = 0; i < polyline.Count; i++) {
var spherePoint = transform.TransformPoint(projPolyline[i].Unproject);
var pt = transform.TransformPoint(projPolyline[i]);
SensorGizmos.ThickLineNoZTest(spherePoint, pt, 2f);
}
SensorGizmos.PopColor();
}
}
[System.Serializable]
public struct Polygon {
public Transform Object;
public bool FaceSphere;
public bool IsBox;
public bool ShowProjectionLines;
public float CircleRadius;
public int CircleResolution;
public Vector2 BoxSize;
public List<Vector3> GetPolyline(TestProjectiveSphere sphere) {
var frame = FaceSphere
? ReferenceFrame.From(Object.position, Quaternion.LookRotation((sphere.transform.position - Object.position).normalized, Object.up))
: ReferenceFrame.From(Object);
var points = new List<Vector3>();
if (IsBox) {
var up = Vector3.Cross(frame.Right, frame.Forward).normalized;
var pt1 = frame.Position + frame.Right * BoxSize.x - up * BoxSize.y;
var pt2 = frame.Position - frame.Right * BoxSize.x - up * BoxSize.y;
var pt3 = frame.Position - frame.Right * BoxSize.x + up * BoxSize.y;
var pt4 = frame.Position + frame.Right * BoxSize.x + up * BoxSize.y;
AddStraightPolyline(pt1, pt2, points);
AddStraightPolyline(pt2, pt3, points);
AddStraightPolyline(pt3, pt4, points);
AddStraightPolyline(pt4, pt1, points);
} else {
for (int i = 0; i < CircleResolution; i++) {
var angle = 360f * ((float)i / CircleResolution);
var dir = Quaternion.AngleAxis(angle, frame.Forward) * frame.Right;
points.Add(frame.Position + dir * CircleRadius);
}
}
points.Add(points[0]);
return points;
}
void AddStraightPolyline(Vector3 start, Vector3 end, List<Vector3> polyline) {
var step = (end - start) / CircleResolution;
for (int i = 0; i < CircleResolution; i++) {
polyline.Add(start + step * i);
}
}
public void DrawGizmos(TestProjectiveSphere sphere) {
var polyline = GetPolyline(sphere);
SensorGizmos.Polyline(2f, polyline.ToArray());
sphere.ProjectPolylineGizmo(polyline, ShowProjectionLines);
}
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Micosmo.SensorToolkit.Example.Developer {
public class TestDisableOnDetection : MonoBehaviour {
public Sensor Sensor;
void Awake() {
Sensor.OnSignalAdded += (Signal signal, Sensor sensor) => {
Debug.Log("Signal added: " + signal.Object.name);
signal.Object.SetActive(false);
};
Sensor.OnSignalLost += (Signal signal, Sensor sensor) => {
Debug.Log("Signal lost: " + signal.Object.name);
};
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Micosmo.SensorToolkit.Example.Developer {
public class TestRecursivePulse : MonoBehaviour {
public Sensor Sensor;
public GameObject TestObject;
bool flip = true;
void Awake() {
Sensor.OnSignalAdded += (Signal signal, Sensor sensor) => {
Debug.Log("Signal added: " + signal.Shape.size.magnitude);
if (flip) {
flip = false;
TestObject.SetActive(!TestObject.activeSelf);
Sensor.Pulse();
}
};
Sensor.OnSignalChanged += (Signal signal, Sensor sensor) => {
Debug.Log("Signal changed: " + signal.Shape.size.magnitude);
};
Sensor.OnSignalLost += (Signal signal, Sensor sensor) => {
Debug.Log("Signal lost: " + signal.Shape.size.magnitude);
};
}
IEnumerator Start() {
yield return new WaitForSeconds(1f);
Sensor.Pulse();
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Micosmo.SensorToolkit.Example {
public class FollowWaypoints : MonoBehaviour {
public List<Transform> Waypoints;
public float WaitTime = 1f;
[Header("Runtime State")]
public Transform NextWaypoint;
ISteeringSensor steering;
void OnEnable() {
steering = GetComponent<ISteeringSensor>();
StartCoroutine(FollowWaypointsRoutine());
}
IEnumerator FollowWaypointsRoutine() {
var currWaypointIndex = NextWaypoint != null ? Waypoints.IndexOf(NextWaypoint) : 0;
if (currWaypointIndex < 0) {
currWaypointIndex = 0;
}
while (true) {
yield return null;
if (currWaypointIndex >= Waypoints.Count) {
currWaypointIndex = 0;
continue;
}
var currWaypoint = Waypoints[currWaypointIndex];
yield return SeekRoutine(currWaypoint);
currWaypointIndex += 1;
}
}
IEnumerator SeekRoutine(Transform destination) {
steering.ArriveTo(destination);
while (!steering.IsDestinationReached) {
NextWaypoint = destination;
yield return null;
}
yield return new WaitForSeconds(WaitTime);
}
}
}

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using UnityEngine;
using System.Collections;
namespace Micosmo.SensorToolkit.Example
{
[RequireComponent(typeof(Rigidbody))]
public class Asteroid : MonoBehaviour
{
public float MaxRandomSpin;
public float MaxRandomForce;
public float BoundaryRadius;
public float ReturnForce;
public float ReturnForceLerpDistance;
Rigidbody rb;
void Start()
{
rb = GetComponent<Rigidbody>();
rb.AddTorque(randomVector() * Random.Range(0f, MaxRandomSpin));
rb.AddForce(randomVector() * Random.Range(0f, MaxRandomForce));
}
void Update()
{
var distFromOrigin = transform.position.magnitude;
if (distFromOrigin >= BoundaryRadius)
{
var f = Mathf.Lerp(0f, ReturnForce, (distFromOrigin - BoundaryRadius) / ReturnForceLerpDistance);
rb.AddForce(f * -transform.position.normalized);
}
}
Vector3 randomVector()
{
return new Vector3(Random.Range(-1f, 1f), Random.Range(-1f, 1f), Random.Range(-1f, 1f)).normalized;
}
}
}

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using UnityEngine;
using System.Collections;
namespace Micosmo.SensorToolkit.Example
{
public class CollectPickups : MonoBehaviour
{
public Sensor PickupSensor;
public Sensor InteractionRange;
public SteeringSensor Steering;
public IgnoreProcessor IgnoreProc;
Holdable target;
void Update()
{
// If we don't currently have a target pickup then target the nearest one. If we do
// have a target and we are within detection range then pick it up.
if (target == null)
{
target = PickupSensor.GetNearestComponent<Holdable>();
if (target != null)
{
Steering.SeekTo(target.transform);
IgnoreProc.ToIgnore = target.gameObject;
}
}
else if (InteractionRange.IsDetected(target.gameObject))
{
// Pickup the target.. (Destroy it to show it has been picked up)
Destroy(target.gameObject);
target = null;
}
}
}
}

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using UnityEngine;
using System.Collections;
namespace Micosmo.SensorToolkit.Example
{
public class AlarmController : MonoBehaviour {
public Light PointLight;
public Color AlarmColour;
public float FlashFrequency;
bool alarmStarted = false;
public static AlarmController Instance {
get {
if (instance == null) {
instance = Object.FindFirstObjectByType<AlarmController>();
}
return instance;
}
}
static AlarmController instance;
public bool IsAlarmState => alarmStarted && WhoTrippedAlarm != null;
public GameObject WhoTrippedAlarm { get; private set; }
public void StartAlarm(GameObject whoTrippedAlarm) {
if (!alarmStarted) {
WhoTrippedAlarm = whoTrippedAlarm;
StartCoroutine(alarmRoutine());
}
}
IEnumerator alarmRoutine() {
alarmStarted = true;
PointLight.color = AlarmColour;
var startIntensity = PointLight.intensity;
while (true) {
var intensity = (Mathf.Sin(FlashFrequency * Time.time * Mathf.PI * 2f) + 1f) / 2f * startIntensity;
PointLight.intensity = intensity;
yield return null;
}
}
}
}

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using UnityEngine;
using System.Collections;
namespace Micosmo.SensorToolkit.Example
{
public class AutomaticSlidingDoor : MonoBehaviour
{
public Sensor ObjectSensor;
public GameObject LeftDoor;
public GameObject RightDoor;
public float SlideAmount;
public float Speed;
Vector3 leftStart;
Vector3 rightStart;
void Start()
{
leftStart = LeftDoor.transform.localPosition;
rightStart = RightDoor.transform.localPosition;
StartCoroutine(ClosingState());
}
IEnumerator ClosingState()
{
Start:
if (ObjectSensor.GetNearestDetection() != null)
{
StartCoroutine(OpeningState()); yield break;
}
LeftDoor.transform.localPosition = Vector3.Lerp(LeftDoor.transform.localPosition, leftStart, Time.deltaTime * Speed);
RightDoor.transform.localPosition = Vector3.Lerp(RightDoor.transform.localPosition, rightStart, Time.deltaTime * Speed);
yield return null;
goto Start;
}
IEnumerator OpeningState()
{
Start:
if (ObjectSensor.GetNearestDetection() == null)
{
StartCoroutine(ClosingState()); yield break;
}
LeftDoor.transform.localPosition = Vector3.Lerp(LeftDoor.transform.localPosition, leftStart - Vector3.right * SlideAmount, Time.deltaTime * Speed);
RightDoor.transform.localPosition = Vector3.Lerp(RightDoor.transform.localPosition, rightStart + Vector3.right * SlideAmount, Time.deltaTime * Speed);
yield return null;
goto Start;
}
}
}

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using UnityEngine;
using System.Collections;
namespace Micosmo.SensorToolkit.Example
{
public class CameraFollow : MonoBehaviour
{
public GameObject ToFollow;
public float Speed;
Vector3 offset;
void Start()
{
offset = transform.position - ToFollow.transform.position;
}
void LateUpdate()
{
if (ToFollow == null) return;
var targetPos = ToFollow.transform.position + offset;
transform.position = Vector3.Lerp(transform.position, targetPos, Time.deltaTime * Speed);
}
}
}

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