• Unity相机跟随


    固定相机跟随

    这种相机有一个参考对象,它会保持与该参考对象固定的位置,跟随改参考对象发生移动

    using UnityEngine;
    using System.Collections;
    
    public class CameraFlow : MonoBehaviour
    {
        public Transform target;
        private Vector3 offset;
        // Use this for initialization
        void Start()
        {
            offset = target.position - this.transform.position;
    
        }
    
        // Update is called once per frame
        void Update()
        {
            this.transform.position = target.position - offset;
        }
    }

    固定相机跟随,带有角度旋转

    这一种相机跟随是对第一种相机跟随的改进,在原有基础上面,添加了跟随角度的控制

    using UnityEngine;
    using System.Collections;
    
    public class CameriaTrack : MonoBehaviour {
        private Vector3 offset = new Vector3(0,5,4);//相机相对于玩家的位置
        private Transform target;
        private Vector3 pos;
    
        public float speed = 2;
    
        // Use this for initialization
        void Start () {
            target = GameObject.FindGameObjectWithTag("Player").transform;
    
        }
    
        // Update is called once per frame
        void Update () {
            pos = target.position + offset;
            this.transform.position = Vector3.Lerp(this.transform.position, pos, speed*Time.deltaTime);//调整相机与玩家之间的距离
            Quaternion angel = Quaternion.LookRotation(target.position - this.transform.position);//获取旋转角度
            this.transform.rotation = Quaternion.Slerp(this.transform.rotation, angel, speed * Time.deltaTime);
    
        }
    }

    第三人称相机

    这种相机跟随,是第三人称角度看向对象的,也就是一直看向对象的后面,如一直显示玩家的后背

    using UnityEngine;
    using System.Collections;
    //相机一直拍摄主角的后背
    public class CameraFlow : MonoBehaviour {
    
        public Transform target;
    
    
        public float distanceUp=15f;
        public float distanceAway = 10f;
        public float smooth = 2f;//位置平滑移动值
        public float camDepthSmooth = 5f;
        // Use this for initialization
        void Start () {
    
        }
    
        // Update is called once per frame
        void Update () {
           // 鼠标轴控制相机的远近
            if ((Input.mouseScrollDelta.y < 0 && Camera.main.fieldOfView >= 3) || Input.mouseScrollDelta.y > 0 && Camera.main.fieldOfView <= 80)
            {
                Camera.main.fieldOfView += Input.mouseScrollDelta.y * camDepthSmooth * Time.deltaTime;
            }
    
        }
    
        void LateUpdate()
        {
           //相机的位置
            Vector3 disPos = target.position + Vector3.up * distanceUp - target.forward * distanceAway;
            transform.position=Vector3.Lerp(transform.position,disPos,Time.deltaTime*smooth);
            //相机的角度
            transform.LookAt(target.position);
        }
    
    
    }

    相机跟随,鼠标控制移动和缩放

    相机与观察对象保持一定距离,可以通过鼠标进行上下左右旋转,通过鼠标滚轮进行放大和缩小操作

    using UnityEngine;
    using System.Collections;
    
    public class CameraFlow : MonoBehaviour
    {
        public Transform target;
        Vector3 offset;
        // Use this for initialization
        void Start()
        {
            offset = transform.position - target.position;
        }
    
        // Update is called once per frame
        void Update()
        {
            transform.position = target.position + offset;
            Rotate();
            Scale();
        }
        //缩放
        private void Scale()
        {
            float dis = offset.magnitude;
            dis += Input.GetAxis("Mouse ScrollWheel") * 5;
            Debug.Log("dis=" + dis);
            if (dis < 10 || dis > 40)
            {
                return;
            }
            offset = offset.normalized * dis;
        }
        //左右上下移动
        private void Rotate()
        {
            if (Input.GetMouseButton(1))
            {
                Vector3 pos = transform.position;
                Vector3 rot = transform.eulerAngles;
    
                //围绕原点旋转,也可以将Vector3.zero改为 target.position,就是围绕观察对象旋转
                transform.RotateAround(Vector3.zero, Vector3.up, Input.GetAxis("Mouse X") * 10);
                transform.RotateAround(Vector3.zero, Vector3.left, Input.GetAxis("Mouse Y") * 10);
                float x = transform.eulerAngles.x;
                float y = transform.eulerAngles.y;
                Debug.Log("x=" + x);
                Debug.Log("y=" + y);
                //控制移动范围
                if (x < 20 || x > 45 || y < 0 || y > 40)
                {
                    transform.position = pos;
                    transform.eulerAngles = rot;
                }
                //  更新相对差值
                offset = transform.position - target.position;
            }
    
        }
    }
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  • 原文地址:https://www.cnblogs.com/unity3ds/p/11118856.html
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