Unity C# 一些关于Camera的心得!
2018-06-17 19:08:33来源:未知 阅读 ()
本文原创,转载请注明出处:http://www.cnblogs.com/AdvancePikachu/p/6856374.html
首先,总结了下最近工作中关于摄像机漫游的功能,
脚本如下:
1 Transform _Camera; 2 public LayerMask mask; 3 4 public float checkHeight = 500f; 5 public float minHeight = 20f; 6 public float maxHeight = 8000f; 7 public float minClamp = 50f; 8 public float maxClamp = 950f; 9 10 public float sensitivityX = 5f; 11 public float sensitivityY = 5f; 12 private float rotationY = 0f; 13 14 //上下最大Y视角 15 public float minimumY = -90f; 16 public float maximumY = 30f; 17 18 public Vector3 PreMouseMPos; 19 20 public float scrollSpeed = 200f; 21 22 void Start () 23 { 24 mask.value = 1; 25 _Camera = Camera.main.transform; 26 } 27 28 // Update is called once per frame 29 void Update () 30 { 31 if(Input.GetKey(KeyCode.LeftAlt)) 32 { 33 MouseScrollWheel (); 34 CameraMove (); 35 MoveEulerAngles (); 36 } 37 } 38 39 /// <summary> 40 /// Checks the height of the low. 41 /// </summary> 42 void CheckLowHeight() 43 { 44 if (_Camera.position.x < minClamp) 45 _Camera.position = new Vector3 (minClamp, _Camera.position.y, _Camera.position.z); 46 if (_Camera.position.x > maxClamp) 47 _Camera.position = new Vector3 (maxClamp, _Camera.position.y, _Camera.position.z); 48 if (_Camera.position.z < minClamp) 49 _Camera.position = new Vector3 (_Camera.position.x, _Camera.position.y, minClamp); 50 if (_Camera.position.z > maxClamp) 51 _Camera.position = new Vector3 (_Camera.position.x, _Camera.position.y, maxClamp); 52 53 RaycastHit hit; 54 if(Physics.Raycast(_Camera.position+Vector3.up*checkHeight,Vector3.down,out hit ,checkHeight+minHeight,mask)) 55 { 56 if(_Camera.position.y-hit.point.y<minClamp) 57 { 58 Vector3 lowPoint = hit.point + new Vector3 (0, minHeight, 0); 59 _Camera.position = lowPoint; 60 } 61 } 62 } 63 64 /// <summary> 65 /// Mouses the scroll wheel. 66 /// </summary> 67 private void MouseScrollWheel() 68 { 69 if(Input.GetAxis("Mouse ScrollWheel")!=0) 70 { 71 _Camera.Translate (new Vector3 (0, 0, Input.GetAxis ("Mouse ScrollWheel") * Time.deltaTime * scrollSpeed)); 72 } 73 74 CheckLowHeight (); 75 76 if (_Camera.position.y >= maxHeight) 77 _Camera.position = new Vector3 (_Camera.position.x, maxHeight, _Camera.position.z); 78 } 79 80 /// <summary> 81 /// Cameras the move. 82 /// </summary> 83 private void CameraMove() 84 { 85 if(Input.GetMouseButton(0)) 86 { 87 if(PreMouseMPos.x<=0) 88 { 89 PreMouseMPos = new Vector3 (Input.mousePosition.x, Input.mousePosition.y, 0); 90 } 91 else 92 { 93 Vector3 CurMouseMPos = new Vector3 (Input.mousePosition.x, Input.mousePosition.y, 0); 94 Vector3 offset = CurMouseMPos - PreMouseMPos; 95 offset = -offset * 0.5f * 2; 96 if((_Camera.position+offset).y>=minHeight 97 &&(_Camera.position+offset).y<=maxHeight) 98 { 99 _Camera.Translate(offset); 100 101 CheckLowHeight(); 102 103 PreMouseMPos = CurMouseMPos; 104 } 105 } 106 } 107 else 108 PreMouseMPos = Vector3.zero; 109 } 110 111 /// <summary> 112 /// Moves the euler angles. 113 /// </summary> 114 private void MoveEulerAngles() 115 { 116 if(Input.GetMouseButton(1)) 117 { 118 float rotationX = _Camera.localEulerAngles.y + Input.GetAxis ("Mouse X") * sensitivityX; 119 120 rotationY += Input.GetAxis ("Mouse Y") * sensitivityY; 121 122 rotationY = Mathf.Clamp (rotationY, minimumY, maximumY); 123 124 _Camera.localEulerAngles = new Vector3 (-rotationY, rotationX, 0); 125 } 126 }
第二个是关于摄像机的限制范围和遇到障碍物自动变换与target的距离的功能
代码如下:
1 public Transform target; 2 3 public LayerMask mask = new LayerMask(); 4 5 public Vector2 targetOffset = new Vector2(); 6 public Vector2 originRotation = new Vector2(); 7 8 public float distance = 5; 9 public float minDistance = 0; 10 public float maxDistance = 10; 11 12 public Vector2 sensitivity = new Vector2(3, 3); 13 14 public float zoomSpeed = 1; 15 public float zoomSmoothing = 16; 16 17 public float minAngle = -90; 18 public float maxAngle = 90; 19 20 private float _zoom_in_timer = 0; 21 private float _zoom_out_timer = 0; 22 23 private float _wanted_distance; 24 private Quaternion _rotation; 25 private Vector2 _input_rotation; 26 27 private Transform _t; 28 29 void Start() 30 { 31 mask.value = 1; 32 _t = transform; 33 _wanted_distance = distance; 34 _input_rotation = originRotation; 41 } 42 43 void Update() 44 { 45 if (target) { 46 47 if (Input.GetMouseButton (0) || Input.GetMouseButton (1)) { 48 if (Input.GetAxis ("Mouse X") != 0 || Input.GetAxis ("Mouse Y") != 0) { 49 if (!Cursor.visible) { 50 Cursor.visible = false; 51 Cursor.lockState = CursorLockMode.Locked; 52 } 53 } 54 55 return; 56 } 57 } 58 59 60 if (!Cursor.visible) { 61 Cursor.visible = true; 62 Cursor.lockState = CursorLockMode.None; 63 } 64 65 } 66 void FixedUpdate() 67 { 68 if(target) 69 { 70 71 // Zoom control 72 if(Input.GetAxis("Mouse ScrollWheel") < 0 ) 73 { 74 _wanted_distance += zoomSpeed; 75 } 76 else if(Input.GetAxis("Mouse ScrollWheel") > 0 ) 77 { 78 _wanted_distance -= zoomSpeed; 79 } 80 81 82 _wanted_distance = Mathf.Clamp(_wanted_distance, minDistance, maxDistance); 83 84 85 if (Input.GetMouseButton (0) || Input.GetMouseButton (1)) { 86 87 _input_rotation.x += Input.GetAxis ("Mouse X") * sensitivity.x; 88 89 90 ClampRotation (); 91 92 93 _input_rotation.y -= Input.GetAxis ("Mouse Y") * sensitivity.y; 94 95 96 _input_rotation.y = Mathf.Clamp (_input_rotation.y, minAngle, maxAngle); 97 98 _rotation = Quaternion.Euler (_input_rotation.y, _input_rotation.x, 0); 99 100 } 101 102 // Lerp from current distance to wanted distance 103 distance = Mathf.Clamp(Mathf.Lerp(distance, _wanted_distance, Time.deltaTime * zoomSmoothing), minDistance, maxDistance); 104 105 // Set wanted position based off rotation and distance 106 Vector3 wanted_position = _rotation * new Vector3(targetOffset.x, 0, -_wanted_distance - 0.2f) + target.position + new Vector3(0, targetOffset.y, 0); 107 Vector3 current_position = _rotation * new Vector3(targetOffset.x, 0, 0) + target.position + new Vector3(0, targetOffset.y, 0); 108 109 110 // Linecast to test if there are objects between the camera and the target using collision layers 111 RaycastHit hit; 112 113 if(Physics.Linecast(current_position, wanted_position, out hit, mask)) 114 { 115 distance = Vector3.Distance(current_position, hit.point) - 0.2f; 116 } 117 118 119 // Set the position and rotation of the camera 120 _t.position = _rotation * new Vector3(targetOffset.x, 0.0f, -distance) + target.position + new Vector3(0, targetOffset.y, 0); 121 _t.rotation = _rotation; 122 } 123 } 124 125 private void ClampRotation() 126 { 127 if(originRotation.x < -180) 128 { 129 originRotation.x += 360; 130 } 131 else if(originRotation.x > 180) 132 { 133 originRotation.x -= 360; 134 } 135 136 if(_input_rotation.x - originRotation.x < -180) 137 { 138 _input_rotation.x += 360; 139 } 140 else if(_input_rotation.x - originRotation.x > 180) 141 { 142 _input_rotation.x -= 360; 143 } 144 }
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