using UnityEngine;
using System.Collections;
public class SmoothFollowerObj {
private Vector3 targetPosition;
private Vector3 position;
private Vector3 velocity;
private float smoothingTime;
private float prediction;
public SmoothFollowerObj(float smoothingTime) {
targetPosition = Vector3.zero;
position = Vector3.zero;
velocity = Vector3.zero;
this.smoothingTime = smoothingTime;
prediction = 1;
}
public SmoothFollowerObj(float smoothingTime, float prediction) {
targetPosition = Vector3.zero;
position = Vector3.zero;
velocity = Vector3.zero;
this.smoothingTime = smoothingTime;
this.prediction = prediction;
}
// Update should be called once per frame
public Vector3 Update(Vector3 targetPositionNew, float deltaTime) {
Vector3 targetVelocity = (targetPositionNew-targetPosition)/deltaTime;
targetPosition = targetPositionNew;
float d = Mathf.Min(1,deltaTime/smoothingTime);
velocity = velocity*(1-d) + (targetPosition+targetVelocity*prediction-position)*d;
position += velocity*Time.deltaTime;
return position;
}
public Vector3 Update(Vector3 targetPositionNew, float deltaTime, bool reset) {
if (reset) {
targetPosition = targetPositionNew;
position = targetPositionNew;
velocity = Vector3.zero;
return position;
}
return Update(targetPositionNew, deltaTime);
}
public Vector3 GetPosition() { return position; }
public Vector3 GetVelocity() { return velocity; }
}
下面该段脚本赋给摄像机,被跟随物体赋给character即可;
public class NoGravityCamera : MonoBehaviour {
public GameObject character;
public Vector3 positionVector;
public Vector3 lookVector;
private SmoothFollowerObj posFollow;
private SmoothFollowerObj lookFollow;
private Vector3 lastVelocityDir;
private Vector3 lastPos;
// Use this for initialization
void Start () {
positionVector=new Vector3(0,2,4);
lookVector=new Vector3(0,0,1.5f);
posFollow = new SmoothFollowerObj(0.5f,0.5f);
lookFollow = new SmoothFollowerObj(0.1f,0.0f);
posFollow.Update(transform.position,0,true);
lookFollow.Update(character.transform.position,0,true);
lastVelocityDir = character.transform.forward;
lastPos = character.transform.position;
}
// Update is called once per frame
void LateUpdate () {
lastVelocityDir += (character.transform.position-lastPos)*8;
lastPos = character.transform.position;
lastVelocityDir += character.transform.forward*Time.deltaTime;
lastVelocityDir = lastVelocityDir.normalized;
Vector3 horizontal = transform.position-character.transform.position;
Vector3 horizontal2 = horizontal;
Vector3 vertical = character.transform.up;
Vector3.OrthoNormalize(ref vertical,ref horizontal2);
if (horizontal.sqrMagnitude > horizontal2.sqrMagnitude) horizontal = horizontal2;
transform.position = posFollow.Update(
character.transform.position + horizontal*Mathf.Abs(positionVector.z) + vertical*positionVector.y,
Time.deltaTime
);
horizontal = lastVelocityDir;
Vector3 look = lookFollow.Update(character.transform.position + horizontal*lookVector.z - vertical*lookVector.y, Time.deltaTime);
transform.rotation = Quaternion.FromToRotation(transform.forward, look-transform.position) * transform.rotation;
}
}