Unity3D自学笔记——架构应用(八)人物移动与角色相机的跟随

人物移动与角色相机的跟随

这里写图片描述

人物移动

获取键盘方向输入值,然后再利用Charactor实现人物的移动

1.首先向模型添加CharactorController, 并调整它的大小和中心位置

这里写图片描述

2.添加PlayerController脚本,控制其移动
在移动前,需要先让角色平缓旋转,添加一个Roating方法

旋转的方向就是角色到键盘输入点的方向,然后利用插值进行平滑旋转,

private void Rotating(float horizontal, float vertical)
    {
        var targetDirection = new Vector3(-horizontal, 0, -vertical);
        var targetRotation = Quaternion.LookRotation(targetDirection, Vector3.up);
        transform.rotation = Quaternion.Lerp(transform.rotation, targetRotation, this.rotaionSpeed);
    }

这里写图片描述

添加Move方法
因为CharactorController并不使用刚体效果,所以为了使它接触地面,需要在y方向上持续给一个力

private void Move(float horizontal, float vertical)
    {
        if (Mathf.Abs(horizontal) > 0.5 || Mathf.Abs(vertical) > 0.5)
        {
            //播放Run动画
            this.m_Animator.SetBool("IsRun", true);
            Rotating(horizontal, vertical);
            Vector3 direct = Vector3.zero;
            if (m_Controller.isGrounded)
            {
                //角色面向的方向,忽略Y轴
                direct = new Vector3(transform.forward.x, -1, transform.forward.z);
            }
            //持续向下的力
            direct.y -= 20 * Time.deltaTime;
            m_Controller.Move(direct * speed * Time.deltaTime);
        }
        else
        {
            //停止Run,进入Idle动画
            this.m_Animator.SetBool("IsRun", false);
        }
    }

然后在Update里调用Move方法
这里horzontal 和Vertical为负,是因为角色坐标系和世界坐标系相反

void Update()
    {
        Move(-Input.GetAxis("Horizontal"), -Input.GetAxis("Vertical"));
    }

这里写图片描述
自身坐标系
这里写图片描述
实际坐标系

完整代码

public class PlayerController : MonoBehaviour {
    public float rotaionSpeed = 0.5f;
    public float speed = 3.6f;
    private CharacterController m_Controller;
    private Animator m_Animator;

    void Start()
    {
        this.m_Controller = this.GetComponent<CharacterController>();
        this.m_Animator = this.GetComponent<Animator>();
    }

    void Update()
    {
        Move(-Input.GetAxis("Horizontal"), -Input.GetAxis("Vertical"));
    }
    private void Move(float horizontal, float vertical)
    {
        if (Mathf.Abs(horizontal) > 0.5 || Mathf.Abs(vertical) > 0.5)
        {
            this.m_Animator.SetBool("IsRun", true);
            Rotating(horizontal, vertical);
            Vector3 direct = Vector3.zero;
            if (m_Controller.isGrounded)
            {
                direct = new Vector3(transform.forward.x, -1, transform.forward.z);
            }
            direct.y -= 20 * Time.deltaTime;
            m_Controller.Move(direct * speed * Time.deltaTime);
        }
        else
        {
            this.m_Animator.SetBool("IsRun", false);
        }
    }

    private void Rotating(float horizontal, float vertical)
    {
        var targetDirection = new Vector3(horizontal, 0, vertical);
        var targetRotation = Quaternion.LookRotation(targetDirection, Vector3.up);
        transform.rotation = Quaternion.Lerp(transform.rotation, targetRotation, this.rotaionSpeed);
    }

}

角色相机的跟随

角色相机初始位置,与X平面成45度夹角,因为坐标系和世界坐标系相反,所以与Y平面成180度,即相反方向

这里写图片描述

相机和目标保持相对位置,且与目标在X平面的角度不会改变,一直保持45度,但是能通过鼠标滚轮,对相机进行接近或远离,就是调整相机的Posion.z。

相机初始化
获取绑定的目标

  void Start () {
        if(target == null)
        {
            target = GameObject.FindGameObjectWithTag("Player");

            if(target == null)
            {
                Debug.LogWarning("Don't found player tag please change player tag to Player");  
            }
        }

        //当前距离为缩放的最大距离
        distance = zoomMax;
        //用于平滑移动相机
        distanceLerp = distance;
        //移动到指定位置
        MoveCamera();
    }

相机的移动

void MoveCamera()
    {
        //相机当前的Rotation
        Quaternion rotation = Quaternion.Euler(transform.eulerAngles.x, transform.eulerAngles.y, 0);
        //当前与目标位置的距离
        Vector3 calPos = new Vector3(0, 0, -distanceLerp);
        //相机的应该移动到的位置
        position = rotation * calPos + target.transform.position;
        transform.rotation = rotation;
        transform.position = position;
    }

这里写图片描述
rotation * calPos 就是让calPos旋转rotation角度,即到达红线位置

相机缩放
调整distance,即上图蓝线的长度

void ScrollMouse()
    {
        distanceLerp = Mathf.Lerp(distanceLerp,distance,Time.deltaTime * 5);
        if (Input.GetAxis("Mouse ScrollWheel") != 0) 
            {    
                distance = Vector3.Distance (transform.position , target.transform.position);    
                distance = ScrollLimit(distance - Input.GetAxis("Mouse ScrollWheel")*scrollSpeed, zoomMin, zoomMax); 
            }
    }

完整代码

public class FollowTargetCamera : MonoBehaviour {

    [HideInInspector]
    public GameObject target; 
    public float scrollSpeed; 
    public float zoomMin; 
    public float zoomMax;

    private float distance;
    private float distanceLerp;
    private Vector3 position; 

    void Start () {
        if(target == null)
        {
            target = GameObject.FindGameObjectWithTag("Player");

            if(target == null)
            {
                Debug.LogWarning("Don't found player tag please change player tag to Player");  
            }
        }

        distance = zoomMax;
        distanceLerp = distance;

        MoveCamera();
    }


    //角色移动放在Update方法里,在角色移动后处理
    void LateUpdate () {

        ScrollMouse();
        MoveCamera();

    }

    void MoveCamera()
    {
        Quaternion rotation = Quaternion.Euler(transform.eulerAngles.x, transform.eulerAngles.y, 0);
        Vector3 calPos = new Vector3(0, 0, -distanceLerp);
        position = rotation * calPos + target.transform.position;
        transform.rotation = rotation;
        transform.position = position;
    }

    //鼠标滚动后重新计算镜头和目标的距离
    void ScrollMouse()
    {
        distanceLerp = Mathf.Lerp(distanceLerp,distance,Time.deltaTime * 5);
        if (Input.GetAxis("Mouse ScrollWheel") != 0) 
            {    
                distance = Vector3.Distance (transform.position , target.transform.position);    
                distance = ScrollLimit(distance - Input.GetAxis("Mouse ScrollWheel")*scrollSpeed, zoomMin, zoomMax); 
            }
    }

    //滚动距离大小限制
    float ScrollLimit(float dist, float min, float max)
    {
        if (dist < min) 
            dist= min; 
        if (dist > max) 
            dist= max;  
        return dist;
    }
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