Unity3D实现摄像机视野的拉远拉近和跟随主角旋转效果

在Unity官网教程SurvivalShooter(恶魔射手)中,只处理了主角跟随鼠标旋转,摄像机视野并没有旋转或通过滚轮实现视野的拉远拉近,一下是我的实现方法。

  在教程中,主角的移动是通过
    //void Move(float h, float v)
    //{
    //    movement.Set(h, 0f, v);
    //    movement = movement.normalized * speed * Time.deltaTime;
    //    playerRgidBody.MovePosition(transform.position + movement);
    //    PlayAnimation(h, v);
    //    PlayerTurning(h, v);
    //}
实现的,他只能实现世界坐标系中x轴方向和z轴方向的移动(我的理解),以下是玩家的代码:
void FixedUpdate()
    {
        float h = Input.GetAxisRaw("Horizontal");
        float v = Input.GetAxisRaw("Vertical");
        //Move(h, v);
        if (Input.GetKey(KeyCode.W))
        {
            MoveForward();
        }
        if (Input.GetKey(KeyCode.S))
        {
            MoveBack();
        } if (Input.GetKey(KeyCode.A))
        {
            MoveLeft();
        }
        if (Input.GetKey(KeyCode.D))
        {
            MoveRight();
        }
        PlayAnimation(h, v);
        PlayerTurning(h, v);
    }
    void MoveForward()
    {
        transform.Translate(Vector3.forward * Time.deltaTime * speed);
    }
    void MoveBack()
    {
        transform.Translate(Vector3.forward * Time.deltaTime * -speed);
    }
    void MoveLeft()
    {
        transform.Translate(Vector3.left * Time.deltaTime * speed);
    }
    void MoveRight()
    {
        transform.Translate(Vector3.left * Time.deltaTime * -speed);
    }
    void PlayAnimation(float h, float v)
    {
        bool IsWalking = h != 0 || v != 0;
        anim.SetBool("IsWalking", IsWalking);
    }
    void PlayerTurning(float h, float v)//人物跟随鼠标旋转
    {
        Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
        RaycastHit hit;
        if (Physics.Raycast(ray, out hit, camRayLength, floorMask))
        {
            Vector3 playerToMouse = hit.point - transform.position;
            playerToMouse.y = 0f;
            Quaternion newRotation = Quaternion.LookRotation(playerToMouse);
            playerRgidBody.MoveRotation(newRotation);
        }
    }
以下是摄像机的代码:
    void Start()
    {
        offset = transform.position - target.position;
    }
    void Update()
    {
        Vector3 currentPosition = target.position + offset;
        transform.position = Vector3.Lerp(transform.position,
            currentPosition, smoothing * Time.deltaTime);
        RotateView();
        ScrooView();
    }
    void ScrooView()//处理视野的拉近和拉远效果
    {
        Distance = offset.magnitude;
        Distance += -Input.GetAxis("Mouse ScrollWheel") * scrollSpeed;
        Distance = Mathf.Clamp(Distance, 5, 23);
        offset = offset.normalized * Distance;
    }
    void RotateView()//处理视野的选转
    {
        if (Input.GetMouseButtonDown(1))
        {
            isRotating = true;
        }
        if (Input.GetMouseButtonUp(1))
        {
            isRotating = false;
        }
        if (isRotating)
        {
            Vector3 originalPosition = transform.position;
            Quaternion originalRotation = transform.rotation;
 
            transform.RotateAround(target.position, target.up, Input.GetAxis("Mouse X") * rotateSpeed);
            transform.RotateAround(target.position, transform.right, -Input.GetAxis("Mouse Y") * rotateSpeed);
 
            float x = transform.eulerAngles.x;
            if (x < 10 || x > 80)//防止前后旋转角度过大
            {
                transform.position = originalPosition;
                transform.rotation = originalRotation;
            }
            offset = transform.position - target.position;
        }
    }
通过此方法,即可实现旋转视野、摄像机跟随主角移动和旋转。
如有错误,欢饮指正。
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