void CameraMovement()
{
if (currentTarget == null)
return;
/*defaultDistance是2.5f,随着不断刷新,
distance会逐渐接近defaultDistance,实现鼠标缓慢跟随鼠标的效果*/
distance = Mathf.Lerp(distance, defaultDistance, smoothFollow * Time.deltaTime);
/*剔除的距离,0*/
cullingDistance = Mathf.Lerp(cullingDistance, distance, Time.deltaTime);
/*计算相机的方向,再标准化,targetLookAt只是中间变量,和currentTarget一致*/
var camDir = (forward * targetLookAt.forward) + (rightOffset * targetLookAt.right);
camDir = camDir.normalized;
/*根据currentTarget的当前中心点的位置,但好像是0,有点问题*/
var targetPos = new Vector3(currentTarget.position.x, currentTarget.position.y + offSetPlayerPivot, currentTarget.position.z);
Debug.Log("offSetPlayerPivot"+offSetPlayerPivot);
currentTargetPos = targetPos;
/*height =
Unity Third Person CameraController
最新推荐文章于 2024-04-30 22:37:07 发布