这里假设在水中的船,船有惯性,在不添加前进动力的情况下会继续移动,但是船身是可以360度*旋转,当船的运动速度在船的前方的时候,相机会根据向前的速度的大小,设置相机的偏移量,从而提高游戏的动态带感。
但是由于惯性船的速度不一定在船的,因此可以获得当前船的速度方向在船的前方的投影分量,当分量与船的前方同向,那么设置偏移量为:速度分量的长度与船的最大比值t,乘以相机设定的最大偏移量
代码1
如下
using System.Collections;
using System.Collections.Generic;
using UnityEngine; public class CameraControl : MonoBehaviour { GameObject player;
public float speed=10f;
最大偏移量,这里最好能保证角色在屏幕范围内
public float radius;// Use this for initialization
void Start () { player = GameObject.FindWithTag("Player"); } // Update is called once per frame
void Update () {
Follow();
}void Follow()
{
if (!player)
{
player = GameObject.FindWithTag("Player");
}
else
{
Rigidbody2D rigid= player.GetComponent<Rigidbody2D>();
Ship ship = player.GetComponent<Ship>();
Vector3 playerVelocity = rigid.velocity;
//求出角色的速度在角色的正方向的分量速度
Vector3 playerVelocityOnForward= Vector3.Project(playerVelocity,player.transform.up);
//得到分量速度的方向与正方向是否同符号
float dot = Vector3.Dot(playerVelocityOnForward, player.transform.up);
//如果同符号,那么得到它的模与最大速度值的比值,用该比值乘以radius,即可得到相机的偏移位置量;如果不同号,即速度方向相反,那么比例值设置为0
float offsetLength = (dot >= ? playerVelocityOnForward.magnitude / ship.maxSpeed : ) * radius;
transform.position = Vector3.Lerp (transform.position, player.transform.position + player.transform.up* offsetLength - Vector3.forward, Time.deltaTime * speed);
}
} }
在代码1上可以看出,在飞船开动引擎和关闭引擎时,由于速度的剧烈变化,相机也会跟着剧烈变化,玩家眼睛无法跟上画面的剧烈变化,最好的解决办法是将radius的变化放缓,从而使得相机的动作流畅,便有了代码2.
代码2:
using System.Collections;
using System.Collections.Generic;
using UnityEngine; public class CameraControl : MonoBehaviour { GameObject player;
public float speed=10f;//相机的最大速度 public float radius; float minRadius=1f; float currentRadius; // Use this for initialization
void Start () {
player = GameObject.FindWithTag("Player");
} // Update is called once per frame
void Update () {
Follow();
}void Follow()
{
if (!player)
{
player = GameObject.FindWithTag("Player");
}
else
{
Rigidbody2D rigid= player.GetComponent<Rigidbody2D>();
Ship ship = player.GetComponent<Ship>();
Vector3 playerVelocity = rigid.velocity;
//求出角色的速度在角色的正方向的分量速度
Vector3 playerVelocityOnForward= Vector3.Project(playerVelocity,player.transform.up);
//得到分量速度的方向与正方向是否同符号
float dot = Vector3.Dot(playerVelocityOnForward, player.transform.up);
//如果同符号,那么得到它的模与最大速度值的比值,用该比值乘以radius,即可得到相机的偏移位置量;如果不同号,即速度方向相反,那么比例值设置为0
float offsetLength = (dot >= ? playerVelocityOnForward.magnitude / ship.maxSpeed : ) * radius;
//Debug.Log(offsetLength);
//如果按下了加速键,那么让相机在角色前方offsetLength处,否则,相机在角色前方最小偏移处
if (Input.GetKey(KeyCode.UpArrow))
{
if (currentRadius <= radius)
{
//currentRadius = currentRadius + Time.deltaTime * 3f;
//currentRadius = Mathf.Clamp(currentRadius, minRadius, radius);
//currentRadius = offsetLength;
currentRadius = Mathf.Lerp(currentRadius, offsetLength, Time.deltaTime * );
};
}
else
{
if (currentRadius > minRadius)
{
currentRadius = currentRadius - Time.deltaTime * 3f;
}
currentRadius = Mathf.Clamp(currentRadius, minRadius, radius);
}
transform.position = Vector3.Lerp(transform.position, player.transform.position + player.transform.up * currentRadius - Vector3.forward, Time.deltaTime * speed);
} } }