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Unity相机围绕物体

时间:2019-07-31 18:57:34      阅读:115      评论:0      收藏:0      [点我收藏+]

标签:位置   deb   ack   inpu   print   exp   放大   float   city   

using DG.Tweening;
using UnityEngine;

public class FollowTrackingCamera : MonoBehaviour
{
public static FollowTrackingCamera _Instance;

// Camera target to look at.
//相机跟随目标
public Transform target;

//相机旋转角度
public Vector3 CameraRotation;

// Exposed vars for the camera position from the target.
//从目标到摄像机位置的外露vars.
public float height = 20f;
public float distance = 20f;

// Camera limits.
//相机移动范围
public float min = 10f;
public float max = 60;

// Options.
//public bool doRotate;
//相机旋转以及缩放功能开关
public bool doZoom;
public bool doRotate;

// The movement amount when zooming.缩放时的移动量。
public float zoomStep = 30f;
public float zoomSpeed = 5f;
private float heightWanted;
private float distanceWanted;


public float xSpeed = 3.0f;
public float ySpeed = 3.0f;

public float yMinLimit = -20f;
public float yMaxLimit = 80f;

//public float xMinLimit = 30f;
//public float xMaxLimit = 220f;

public float distanceMin = 1.5f;
public float distanceMax = 15f;

public float smoothTime = 2f;

float rotationYAxis = 230.0f;
float rotationXAxis = -8.0f;

float velocityX = 0.0f;
float velocityY = 0.0f;

//两根手指
private Touch oldTouch1;
private Touch oldTouch2;
//Vector2 m_screenPos = Vector2.zero; //记录手指触碰的位置

float scaleFactor;

// Result vectors.
private Vector3 zoomResult;//缩放后坐标
private Quaternion rotationResult;
private Vector3 targetAdjustedPosition;
private Quaternion rotation;


private void Awake()
{
_Instance = this;
}

void Start()
{

init();

}
void init()
{
Position = transform.position;
rotation = transform.rotation;

//得到相机欧拉角
Vector3 angles = transform.eulerAngles;
//相机绕Y轴转动的角度值
rotationYAxis = angles.y;
//相机绕X轴转动的角度值
rotationXAxis = angles.x;
print("相机初始位置" + rotationXAxis);
//print("Y轴数值"+ rotationYAxis);
//print("X轴数值" + rotationXAxis);

// Initialise default zoom vals.
//相机当前高度赋值于目标高度
heightWanted = height;
distanceWanted = distance;
// Setup our default camera. We set the zoom result to be our default position.
zoomResult = new Vector3(0f, height, -distance);
}
public static float InitAngle=-90;
public float CurrAngle=45;
public float WantedScale = 20;//想要的缩进大小
void LateUpdate()
{
if (IsInit == true)
{
distanceWanted = WantedScale;
AsianAni.Instance.Tween(InitAngle);
rotationXAxis = 25;
//DOTween.To(() => distanceWanted, x => distanceWanted = x, 19, 0.01f);
DOTween.To(() => rotationXAxis, x => rotationXAxis = x, CurrAngle, 0.5f);
rotationYAxis = 0;
IsInit = false;
}
// Check target.
//检测目标是否存在
if (!target)
{
Debug.LogError("This camera has no target, you need to assign a target in the inspector.");
return;
}

//相机视角缩放
if (doZoom)
{
//print(doRotate);
//if (Input.touchCount <= 0)
//{
// return;
//}
float mouseInput;
if (Input.touchCount > 1)
{

Touch newTouch1 = Input.GetTouch(0);
Touch newTouch2 = Input.GetTouch(1);
//第2点刚开始接触屏幕, 只记录,不做处理  
if (newTouch2.phase == TouchPhase.Began)
{
oldTouch2 = newTouch2;
oldTouch1 = newTouch1;
//return;
}
//计算老的两点距离和新的两点间距离,变大要放大模型,变小要缩放模型  
float oldDistance = Vector2.Distance(oldTouch1.position, oldTouch2.position);
float newDistance = Vector2.Distance(newTouch1.position, newTouch2.position);
//两个距离只差,为正表示放大,为负表示缩小
float offset = newDistance - oldDistance;
//缩放因子

--------------------- 

Unity相机围绕物体

标签:位置   deb   ack   inpu   print   exp   放大   float   city   

原文地址:https://www.cnblogs.com/liyanyan665/p/11278070.html

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