相机跟随CameraFollow

/***
 * 
 *  相机跟随脚本 
 * 
 * 
 * 
 * 
 * 
 * 
 */
using UnityEngine;
using System.Collections;

namespace Globals
{
    public class CameraFollow : MonoBehaviour
    {
        // The target we are following
        public Transform target = null;
        // The distance in the x-z plane to the target
        public float distance = 6.0f;  //原来 6
        // the height we want the camera to be above the target
        public float height = 8.0f;//原来 8
        // How much we 
        public float heightDamping = 4.0f;
        public float rotationDamping = 0.0f;

        void LateUpdate()
        {
            // Early out if we don't have a target
            if (!target)
                return;
            // Calculate the current rotation angles
            var wantedRotationAngle = target.eulerAngles.y;
            var wantedHeight = target.position.y + height;
            var currentRotationAngle = transform.eulerAngles.y;
            var currentHeight = transform.position.y;
            // Damp the rotation around the y-axis
            currentRotationAngle = Mathf.LerpAngle(currentRotationAngle, wantedRotationAngle, rotationDamping * Time.deltaTime);
            // Damp the height
            currentHeight = Mathf.Lerp(currentHeight, wantedHeight, heightDamping * Time.deltaTime);

            // Convert the angle into a rotation
            Quaternion currentRotation = Quaternion.Euler(0, currentRotationAngle, 0);
            // Set the position of the camera on the x-z plane to:
            // distance meters behind the target
            transform.position = target.position;
            transform.position -= currentRotation * Vector3.forward * distance;
            // Set the height of the camera
            //transform.position.y = currentHeight;       
            transform.position = new Vector3(transform.position.x, currentHeight, transform.position.z);
            // Always look at the target
            transform.LookAt(target);
            // Use this for initialization
        }
        void Start()
        {
            target = GameObject.FindGameObjectWithTag("Player").transform;
        }

        float a = 2.0f;
        // Update is called once per frame
        void Update()
        {
            a -= Time.deltaTime;
            if (a <= 0)
            {
                target = GameObject.FindGameObjectWithTag("Player").transform;
                a = 2.0f;

            }
        }
    }//class_end
}

评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值