unity3d摄影机平滑跟随SmoothDamp

2.5d俯视效果

public class MainCamera : MonoBehaviour {
	public Transform target;
	private Vector3 wantedPosition;

	private float currentX;
	private float currentY;
	private float currentZ;

	private float xVelocity = 0.0F;
	private float yVelocity = 0.0F;
	private float zVelocity = 0.0f;
	private float distanceSnapTime = 0.1f;

	// Update is called once per frame
	void Update() {

		Vector3 targetPos = target.position;

		wantedPosition.x = targetPos.x;

		wantedPosition.z = targetPos.z - 7f; //Vector3.forward*distance; 

		wantedPosition.y = targetPos.y + 5; // + heightAbovePlayer;

		currentX = Mathf.SmoothDamp(currentX, wantedPosition.x, ref xVelocity, distanceSnapTime);

		currentY = Mathf.SmoothDamp(currentY, wantedPosition.y, ref yVelocity, distanceSnapTime);

		currentZ = Mathf.SmoothDamp(currentZ, wantedPosition.z, ref zVelocity, 0.3f);

		transform.position = new Vector3(currentX, currentY, currentZ);

// 看向的方向
		transform.LookAt(transform.position + new Vector3(0f, -0.5f, 1));
	}
}

上面是具体到单个方向 ,有简单的方法 ,如下

    private Vector3 v3Temp;
    public void setFocusing() {
        Transform mainTransform = Camera.main.transform;
        var pp = transform.position;
        // -mainTransform.position.y 好像可以适配高度 人物在中间  ,pp.y如果人物在空中适配
        Vector3 to = new Vector3 {x = pp.x, y = mainTransform.position.y, z = pp.z - mainTransform.position.y + pp.y};
        // 平滑移动
        mainTransform.position = Vector3.SmoothDamp(mainTransform.position, to, ref v3Temp, 0.3f);
        // mainTransform.position = to;
    }

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