Unity C# 一些关于Camera的心得!

时间:2023-03-09 01:33:10
Unity C# 一些关于Camera的心得!

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:

     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视角
public float minimumY = -90f;
public float maximumY = 30f; public Vector3 PreMouseMPos; public float scrollSpeed = 200f; void Start ()
{
mask.value = ;
_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 (, minHeight, );
_Camera.position = lowPoint;
}
}
} /// <summary>
/// Mouses the scroll wheel.
/// </summary>
private void MouseScrollWheel()
{
if(Input.GetAxis("Mouse ScrollWheel")!=)
{
_Camera.Translate (new Vector3 (, , 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())
{
if(PreMouseMPos.x<=)
{
PreMouseMPos = new Vector3 (Input.mousePosition.x, Input.mousePosition.y, );
}
else
{
Vector3 CurMouseMPos = new Vector3 (Input.mousePosition.x, Input.mousePosition.y, );
Vector3 offset = CurMouseMPos - PreMouseMPos;
offset = -offset * 0.5f * ;
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())
{
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, );
}
}

MoveRocket

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:

 public Transform target;

     public LayerMask mask = new LayerMask();

     public Vector2 targetOffset = new Vector2();
public Vector2 originRotation = new Vector2(); public float distance = ;
public float minDistance = ;
public float maxDistance = ; public Vector2 sensitivity = new Vector2(, ); public float zoomSpeed = ;
public float zoomSmoothing = ; public float minAngle = -;
public float maxAngle = ; private float _zoom_in_timer = ;
private float _zoom_out_timer = ; private float _wanted_distance;
private Quaternion _rotation;
private Vector2 _input_rotation; private Transform _t; void Start()
{
mask.value = ;
_t = transform;
_wanted_distance = distance;
_input_rotation = originRotation; } void Update()
{
if (target) { if (Input.GetMouseButton () || Input.GetMouseButton ()) {
if (Input.GetAxis ("Mouse X") != || Input.GetAxis ("Mouse Y") != ) {
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") < )
{
_wanted_distance += zoomSpeed;
}
else if(Input.GetAxis("Mouse ScrollWheel") > )
{
_wanted_distance -= zoomSpeed;
} _wanted_distance = Mathf.Clamp(_wanted_distance, minDistance, maxDistance); if (Input.GetMouseButton () || Input.GetMouseButton ()) { _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, ); } // 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, , -_wanted_distance - 0.2f) + target.position + new Vector3(, targetOffset.y, );
Vector3 current_position = _rotation * new Vector3(targetOffset.x, , ) + target.position + new Vector3(, targetOffset.y, ); // 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(, targetOffset.y, );
_t.rotation = _rotation;
}
} private void ClampRotation()
{
if(originRotation.x < -)
{
originRotation.x += ;
}
else if(originRotation.x > )
{
originRotation.x -= ;
} if(_input_rotation.x - originRotation.x < -)
{
_input_rotation.x += ;
}
else if(_input_rotation.x - originRotation.x > )
{
_input_rotation.x -= ;
}
}