核心提示:最简单的一种就是先设置好摄像机跟物体的相对距离在脚本里就可以由物体的位置,跟相对距离,就可以求出摄像机的位置,用差值的方法可以让摄像机平滑跟随。public class CamFollow1 : Mo...
最简单的一种就是先设置好摄像机跟物体的相对距离
在脚本里就可以由物体的位置,跟相对距离,就可以求出摄像机的位置,用差值的方法可以让摄像机平滑跟随。
public class CamFollow1 : MonoBehaviour { private Vector3 offset; public Transform player; void Start() { offset = player.position - transform.position; } void Update() { transform.position = Vector3.Lerp(transform.position, player.position - offset,Time.deltaTime*5); } }
实现一种注视的效果,可以对rotation做下处理
void Update() { transform.position = Vector3.Lerp(transform.position, player.position - offset,Time.deltaTime*5); Quaternion rotation = Quaternion.LookRotation(player.position- transform.position); transform.rotation = Quaternion.Slerp(transform.rotation, rotation,Time.deltaTime*3f); }
这样子,人物在走动的时候,摄像机就是一边注视着人物,一边跟着移动
但是,当有墙体,或其他高大的物体遮挡住人物,
摄像机就无法看到人物,玩家自然也看不到,
在上面的基础上做更近一步的扩展
在人物头顶往下看,肯定可以看得到人物,
所以我们要做的就是把摄像机的位置向人物头顶去调整,直到可以看到人物。
using UnityEngine; using System.Collections; public class CamFollow3 : MonoBehaviour { private Transform player;//英雄位置 private Vector3 offset; //摄像机和英雄相对位置 private float distance;//距离 private Vector3[] points = new Vector3[5];//5个点作为摄像机位置的选择 private Vector3 targetPos;//筛选后的摄像机位置 void Awake() { player = GameObject.FindWithTag("Player").transform; offset = transform.position - player.position; distance = offset.magnitude; } void FixedUpdate() { //更新5个点的位置 points[0] = player.position + offset; points[4] = player.position + Vector3.up*distance; points[1] = Vector3.Lerp(points[0], points[4], 0.25f); points[2] = Vector3.Lerp(points[0], points[4], 0.5f); points[3] = Vector3.Lerp(points[0], points[4], 0.75f); points[4] = Vector3.Lerp(points[0], points[4], 0.9f); targetPos = FindCameraTarget(); AdjustCamera(); } private Vector3 FindCameraTarget() { Vector3 result = points[points.Length - 1];//头顶位置 //从低到高遍历 for (int i = 0; i < points.Length; ++i) { if (IsHitPlayer(points[i], player.position)) { result = points[i]; break; } } return result; } private Ray ray; private RaycastHit hit; ////// 从origin发射一条射线检测是否碰到player, /// 碰到则表示摄像机在此位置可以看到player /// /// /// ///bool IsHitPlayer(Vector3 origin, Vector3 target) { bool result = false; Vector3 dir = target - origin; ray = new Ray(origin,dir); if (Physics.Raycast(ray, out hit)) { if (hit.transform.tag == "Player") { result = true; } } return result; } /// /// 调整摄像机位置 /// void AdjustCamera() { transform.position = Vector3.Slerp(transform.position, targetPos, Time.deltaTime * 6); Quaternion rotation = Quaternion.LookRotation(player.position - transform.position); transform.rotation = Quaternion.Slerp(transform.rotation, rotation, Time.deltaTime * 33f); } }