标签:unity2d相机 unity2d游戏水平相机 unity2d游戏竖直相机 unity2d角色居中相机
做2D游戏的时候,无非有三种模式,一种是只有竖直向上,一种是只有水平方向,一种是有水平又有竖直方向,我最近做游戏多关卡模式,不同模式就有着不一样的相机控制,按照平时的写法,也许有很多人就一下子写了三个相机脚本,现在我用了一个枚举类型来控制三个不一样的相机,贴代码:/// <summary> ///CameraCtrl ///Created by Wang YuTing /// </summary> using UnityEngine; using System.Collections; public class CameraCtrl : MonoBehaviour { public enum CameraType { Vertical, Horizontal, Normal } public CameraType cameraType; public float dampTime = 1.5f; public Transform target; // 相机移动速度,初始速度清零 private Vector3 velocity = Vector3.zero; // 相机单例 private static CameraCtrl instance; public static CameraCtrl Instance { get { return instance; } } // 屏幕的默认宽高的1/100 (预编译) #if UNITY_ANDROID private static float devHeight = 8.54f; private static float devWidth = 4.8f; #elif UNITY_IPHONE private static float devHeight = 9.6f; private static float devWidth = 6.4f; #else private static float devHeight = 19.20f; private static float devWidth = 10.80f; #endif // Use this for initialization void Awake () { instance = this; // 屏幕适配 float screenHeight = Screen.height; //Debug.Log ("screenHeight = " + screenHeight); //this.GetComponent<Camera>().orthographicSize = screenHeight / 200.0f; float orthographicSize = this.GetComponent<Camera>().orthographicSize; float aspectRatio = Screen.width * 1.0f / Screen.height; float cameraWidth = orthographicSize * 2 * aspectRatio; //Debug.Log ("cameraWidth = " + cameraWidth); if (cameraWidth < devWidth) { orthographicSize = devWidth / (2 * aspectRatio); Debug.Log ("new orthographicSize = " + orthographicSize); this.GetComponent<Camera>().orthographicSize = orthographicSize; } } // Update is called once per frame void LateUpdate () { if (target) { Vector3 point = GetComponent<Camera> ().WorldToViewportPoint (target.position); Vector3 delta = target.position - GetComponent<Camera> ().ViewportToWorldPoint (new Vector3 (0.5f, 0.5f, point.z)); Vector3 destination = transform.position + delta; if (cameraType == CameraType.Vertical) { // 竖直相机 transform.position = Vector3.SmoothDamp (transform.position, new Vector3 (transform.position.x, destination.y, destination.z), ref velocity, dampTime); } else if (cameraType == CameraType.Horizontal) { // 水平相机 transform.position = Vector3.SmoothDamp (transform.position, new Vector3 (destination.x, transform.position.y, destination.z), ref velocity, dampTime); } else if (cameraType == CameraType.Normal){ // 无限制的相机 transform.position = Vector3.SmoothDamp (transform.position, destination, ref velocity, dampTime); } } else { SetTarget(); } } void SetTarget () { target = GameObject.FindGameObjectWithTag ("Player").transform; } }
Unity 2D游戏相机控制(水平,竖直,角色居中三种模式)
标签:unity2d相机 unity2d游戏水平相机 unity2d游戏竖直相机 unity2d角色居中相机
原文地址:http://blog.csdn.net/hongyouwei/article/details/45371725