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unity 常用的几种相机跟随

时间:2017-03-30 11:39:51      阅读:284      评论:0      收藏:0      [点我收藏+]

标签:tor   cti   调整   inpu   tail   class   通过   code   tag   

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

 1 using UnityEngine;
 2 using System.Collections;
 3 
 4 public class CameraFlow : MonoBehaviour
 5 {
 6     public Transform target;
 7     private Vector3 offset;
 8     // Use this for initialization
 9     void Start()
10     {
11         offset = target.position - this.transform.position;
12 
13     }
14 
15     // Update is called once per frame
16     void Update()
17     {
18         this.transform.position = target.position - offset;
19     }
20 }

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

 1 using UnityEngine;
 2 using System.Collections;
 3 
 4 public class CameriaTrack : MonoBehaviour {
 5     private Vector3 offset = new Vector3(0,5,4);//相机相对于玩家的位置
 6     private Transform target;
 7     private Vector3 pos;
 8 
 9     public float speed = 2;
10 
11     // Use this for initialization
12     void Start () {
13         target = GameObject.FindGameObjectWithTag("Player").transform;
14 
15     }
16 
17     // Update is called once per frame
18     void Update () {
19         pos = target.position + offset;
20         this.transform.position = Vector3.Lerp(this.transform.position, pos, speed*Time.deltaTime);//调整相机与玩家之间的距离
21         Quaternion angel = Quaternion.LookRotation(target.position - this.transform.position);//获取旋转角度
22         this.transform.rotation = Quaternion.Slerp(this.transform.rotation, angel, speed * Time.deltaTime);
23 
24     }
25 }

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

 1 using UnityEngine;
 2 using System.Collections;
 3 //相机一直拍摄主角的后背
 4 public class CameraFlow : MonoBehaviour {
 5 
 6     public Transform target;
 7 
 8 
 9     public float distanceUp=15f;
10     public float distanceAway = 10f;
11     public float smooth = 2f;//位置平滑移动值
12     public float camDepthSmooth = 5f;
13     // Use this for initialization
14     void Start () {
15 
16     }
17 
18     // Update is called once per frame
19     void Update () {
20        // 鼠标轴控制相机的远近
21         if ((Input.mouseScrollDelta.y < 0 && Camera.main.fieldOfView >= 3) || Input.mouseScrollDelta.y > 0 && Camera.main.fieldOfView <= 80)
22         {
23             Camera.main.fieldOfView += Input.mouseScrollDelta.y * camDepthSmooth * Time.deltaTime;
24         }
25 
26     }
27 
28     void LateUpdate()
29     {
30        //相机的位置
31         Vector3 disPos = target.position + Vector3.up * distanceUp - target.forward * distanceAway;
32         transform.position=Vector3.Lerp(transform.position,disPos,Time.deltaTime*smooth);
33         //相机的角度
34         transform.LookAt(target.position);
35     }
36 
37 
38 }

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

 1 using UnityEngine;
 2 using System.Collections;
 3 
 4 public class CameraFlow : MonoBehaviour
 5 {
 6     public Transform target;
 7     Vector3 offset;
 8     // Use this for initialization
 9     void Start()
10     {
11         offset = transform.position - target.position;
12     }
13 
14     // Update is called once per frame
15     void Update()
16     {
17         transform.position = target.position + offset;
18         Rotate();
19         Scale();
20     }
21     //缩放
22     private void Scale()
23     {
24         float dis = offset.magnitude;
25         dis += Input.GetAxis("Mouse ScrollWheel") * 5;
26         Debug.Log("dis=" + dis);
27         if (dis < 10 || dis > 40)
28         {
29             return;
30         }
31         offset = offset.normalized * dis;
32     }
33     //左右上下移动
34     private void Rotate()
35     {
36         if (Input.GetMouseButton(1))
37         {
38             Vector3 pos = transform.position;
39             Vector3 rot = transform.eulerAngles;
40 
41             //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
42             transform.RotateAround(Vector3.zero, Vector3.up, Input.GetAxis("Mouse X") * 10);
43             transform.RotateAround(Vector3.zero, Vector3.left, Input.GetAxis("Mouse Y") * 10);
44             float x = transform.eulerAngles.x;
45             float y = transform.eulerAngles.y;
46             Debug.Log("x=" + x);
47             Debug.Log("y=" + y);
48             //控制移动范围
49             if (x < 20 || x > 45 || y < 0 || y > 40)
50             {
51                 transform.position = pos;
52                 transform.eulerAngles = rot;
53             }
54             //  更新相对差值
55             offset = transform.position - target.position;
56         }
57 
58     }
59 }

转载:http://blog.csdn.net/u011484013/article/details/51554745

unity 常用的几种相机跟随

标签:tor   cti   调整   inpu   tail   class   通过   code   tag   

原文地址:http://www.cnblogs.com/luxishi/p/6644912.html

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