Unity C# 一些關(guān)于Camera的心得
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責(zé)任編輯:六月芳菲 |
發(fā)布時(shí)間: 2018-03-06 20:13 | 瀏覽量:
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首先,總結(jié)了下最近工作中關(guān)于攝像機(jī)漫游的功能,
腳本如下:
Transform _Camera;
public LayerMask mask;
public float checkHeight = 500f;
public float minHeight = 20f;
public float maxHeight = 8000f;
public float minClamp = 50f;
public float maxClamp = 950f;
public float sensitivityX = 5f;
public float sensitivityY = 5f;
private float rotationY = 0f;
//上下最大Y視角
public float minimumY = -90f;
public float maximumY = 30f;
public Vector3 PreMouseMPos;
public float scrollSpeed = 200f;
void Start ()
{
mask.value = 1;
_Camera = Camera.main.transform;
}
// Update is called once per frame
void Update ()
{
if(Input.GetKey(KeyCode.LeftAlt))
{
MouseScrollWheel ();
CameraMove ();
MoveEulerAngles ();
}
}
/// <summary>
/// Checks the height of the low.
/// </summary>
void CheckLowHeight()
{
if (_Camera.position.x < minClamp)
_Camera.position = new Vector3 (minClamp, _Camera.position.y, _Camera.position.z);
if (_Camera.position.x > maxClamp)
_Camera.position = new Vector3 (maxClamp, _Camera.position.y, _Camera.position.z);
if (_Camera.position.z < minClamp)
_Camera.position = new Vector3 (_Camera.position.x, _Camera.position.y, minClamp);
if (_Camera.position.z > maxClamp)
_Camera.position = new Vector3 (_Camera.position.x, _Camera.position.y, maxClamp);
RaycastHit hit;
if(Physics.Raycast(_Camera.position+Vector3.up*checkHeight,Vector3.down,out hit ,checkHeight+minHeight,mask))
{
if(_Camera.position.y-hit.point.y<minClamp)
{
Vector3 lowPoint = hit.point + new Vector3 (0, minHeight, 0);
_Camera.position = lowPoint;
}
}
}
/// <summary>
/// Mouses the scroll wheel.
/// </summary>
private void MouseScrollWheel()
{
if(Input.GetAxis("Mouse ScrollWheel")!=0)
{
_Camera.Translate (new Vector3 (0, 0, Input.GetAxis ("Mouse ScrollWheel") * Time.deltaTime * scrollSpeed));
}
CheckLowHeight ();
if (_Camera.position.y >= maxHeight)
_Camera.position = new Vector3 (_Camera.position.x, maxHeight, _Camera.position.z);
}
/// <summary>
/// Cameras the move.
/// </summary>
private void CameraMove()
{
if(Input.GetMouseButton(0))
{
if(PreMouseMPos.x<=0)
{
PreMouseMPos = new Vector3 (Input.mousePosition.x, Input.mousePosition.y, 0);
}
else
{
Vector3 CurMouseMPos = new Vector3 (Input.mousePosition.x, Input.mousePosition.y, 0);
Vector3 offset = CurMouseMPos - PreMouseMPos;
offset = -offset * 0.5f * 2;
if((_Camera.position+offset).y>=minHeight
&&(_Camera.position+offset).y<=maxHeight)
{
_Camera.Translate(offset);
CheckLowHeight();
PreMouseMPos = CurMouseMPos;
}
}
}
else
PreMouseMPos = Vector3.zero;
}
/// <summary>
/// Moves the euler angles.
/// </summary>
private void MoveEulerAngles()
{
if(Input.GetMouseButton(1))
{
float rotationX = _Camera.localEulerAngles.y + Input.GetAxis ("Mouse X") * sensitivityX;
rotationY += Input.GetAxis ("Mouse Y") * sensitivityY;
rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);
_Camera.localEulerAngles = new Vector3 (-rotationY, rotationX, 0);
}
}
第二個(gè)是關(guān)于攝像機(jī)的限制范圍和遇到障礙物自動(dòng)變換與target的距離的功能
代碼如下:
public Transform target;
public LayerMask mask = new LayerMask();
public Vector2 targetOffset = new Vector2();
public Vector2 originRotation = new Vector2();
public float distance = 5;
public float minDistance = 0;
public float maxDistance = 10;
public Vector2 sensitivity = new Vector2(3, 3);
public float zoomSpeed = 1;
public float zoomSmoothing = 16;
public float minAngle = -90;
public float maxAngle = 90;
private float _zoom_in_timer = 0;
private float _zoom_out_timer = 0;
private float _wanted_distance;
private Quaternion _rotation;
private Vector2 _input_rotation;
private Transform _t;
void Start()
{
mask.value = 1;
_t = transform;
_wanted_distance = distance;
_input_rotation = originRotation;
}
void Update()
{
if (target) {
if (Input.GetMouseButton (0) || Input.GetMouseButton (1)) {
if (Input.GetAxis ("Mouse X") != 0 || Input.GetAxis ("Mouse Y") != 0) {
if (!Cursor.visible) {
Cursor.visible = false;
Cursor.lockState = CursorLockMode.Locked;
}
}
return;
}
}
if (!Cursor.visible) {
Cursor.visible = true;
Cursor.lockState = CursorLockMode.None;
}
}
void FixedUpdate()
{
if(target)
{
// Zoom control
if(Input.GetAxis("Mouse ScrollWheel") < 0 )
{
_wanted_distance += zoomSpeed;
}
else if(Input.GetAxis("Mouse ScrollWheel") > 0 )
{
_wanted_distance -= zoomSpeed;
}
_wanted_distance = Mathf.Clamp(_wanted_distance, minDistance, maxDistance);
if (Input.GetMouseButton (0) || Input.GetMouseButton (1)) {
_input_rotation.x += Input.GetAxis ("Mouse X") * sensitivity.x;
ClampRotation ();
_input_rotation.y -= Input.GetAxis ("Mouse Y") * sensitivity.y;
_input_rotation.y = Mathf.Clamp (_input_rotation.y, minAngle, maxAngle);
_rotation = Quaternion.Euler (_input_rotation.y, _input_rotation.x, 0);
}
// Lerp from current distance to wanted distance
distance = Mathf.Clamp(Mathf.Lerp(distance, _wanted_distance, Time.deltaTime * zoomSmoothing), minDistance, maxDistance);
// Set wanted position based off rotation and distance
Vector3 wanted_position = _rotation * new Vector3(targetOffset.x, 0, -_wanted_distance - 0.2f) + target.position + new Vector3(0, targetOffset.y, 0);
Vector3 current_position = _rotation * new Vector3(targetOffset.x, 0, 0) + target.position + new Vector3(0, targetOffset.y, 0);
// Linecast to test if there are objects between the camera and the target using collision layers
RaycastHit hit;
if(Physics.Linecast(current_position, wanted_position, out hit, mask))
{
distance = Vector3.Distance(current_position, hit.point) - 0.2f;
}
// Set the position and rotation of the camera
_t.position = _rotation * new Vector3(targetOffset.x, 0.0f, -distance) + target.position + new Vector3(0, targetOffset.y, 0);
_t.rotation = _rotation;
}
}
private void ClampRotation()
{
if(originRotation.x < -180)
{
originRotation.x += 360;
}
else if(originRotation.x > 180)
{
originRotation.x -= 360;
}
if(_input_rotation.x - originRotation.x < -180)
{
_input_rotation.x += 360;
}
else if(_input_rotation.x - originRotation.x > 180)
{
_input_rotation.x -= 360;
}
}
更多精彩unity教程:http://m.trusteddivorcelawyers.com/resource/
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