Unity - 搬砖日志 - SimpleCamControl


MySingleCameraTarget

// jave.lin 2021/11/12
// 简单的 Camera Target 类

using UnityEngine;

public class MySingleCameraTarget : MonoBehaviour
{
    [Header("视图逻辑前向")]
    public Vector3 viewForward;
    [Header("仅有Yaw纵向轴旋转量的向前方向")]
    public Vector3 onlyYawForward;
    [Header("相对onlyYawForward的右边方向")]
    public Vector3 right;
}


MySimpleCameraController

// jave.lin 2021/11/12
// 简单的 Camera Controller

using UnityEngine;

public class MySimpleCameraController : MonoBehaviour
{
    public Transform cam;
    public MySingleCameraTarget followTarget;

    public Transform camPosMarker;

    public float camBackwardDistance = 5.0f;
    public float camUpDistance = 1.0f;

    public void LateUpdate()
    {
        Vector3 targetForward = followTarget.viewForward;
        Vector3 targetUp = Vector3.Cross(targetForward, Vector3.right);
        //Vector3 targetRight = Vector3.Cross(targetForward, targetUp);

        Vector3 targetBackward = -targetForward;
        Vector3 targetPos = followTarget.transform.position;

        Vector3 camPos = targetPos + targetBackward * camBackwardDistance + targetUp * camUpDistance;
        cam.position = camPos;
        camPosMarker.position = camPos;
        cam.forward = (targetPos - camPos).normalized;
    }
}


MySimplePlayerController

// jave.lin 2021/11/11
// 测试简单的 player controller

using TMPro;
using UnityEngine;

public class MySimplePlayerController : MonoBehaviour
{
    public TextMeshProUGUI text;

    [Header("需要控制的 CharacterController")]
    public CharacterController character;

    [Header("玩家类")]
    public MySingleCameraTarget player;

    [Header("镜头旋转敏感度")]
    public float cam_rotation_sensitivity = 100.0f;

    [Header("移动速度")]
    public float move_speed = 1.0f;

    [Header("跳跃强度")]
    public float jump_power = 1.0f;

    private Rigidbody R;
    private bool controlling = true;

    private float yaw;
    private float pitch;

    private void Start()
    {
        R = character.GetComponent<Rigidbody>();
    }
    private void Update()
    {
        CommonInputHandle();
    }

    private void CommonInputHandle()
    {
        if (Input.GetKeyDown(KeyCode.T))
        {
            controlling = !controlling;
            Debug.Log($"toggle controllering, controlling : {controlling}");
        }
        if (controlling)
        {
            ControlInputHandle();
            text.text = "Controlling, press [T] Key to Exit Control.";
        }
        else
        {
            text.text = "un Controlling, press [T] Key to Enter Control.";
        }
    }

    private void ControlInputHandle()
    {
        float yawDelta = Input.GetAxis("Mouse X");
        float pitchDelta = Input.GetAxis("Mouse Y");

        float moveHorizontal = Input.GetAxisRaw("Horizontal");
        float moveVertical = Input.GetAxisRaw("Vertical");

        if (yawDelta != 0.0f || pitchDelta != 0.0f)
        {
            yaw += yawDelta * Time.deltaTime * cam_rotation_sensitivity;
            pitch -= pitchDelta * Time.deltaTime * cam_rotation_sensitivity;

            //pitch = Mathf.Clamp(pitch, -89.0f, 89.0f);
            pitch = Mathf.Clamp(pitch, -60.0f, 60.0f);

            player.viewForward = Quaternion.Euler(pitch, yaw, 0) * Vector3.forward;
            player.onlyYawForward = Quaternion.Euler(0, yaw, 0) * Vector3.forward;
            player.right = Vector3.Cross(player.onlyYawForward, Vector3.up);
            transform.forward = player.onlyYawForward;
        }

        //if (moveVertical != 0.0f || moveHorizontal != 0.0f)
        //{
        //    Vector3 moveVec = (transform.forward * moveVertical + transform.right * moveHorizontal).normalized * move_speed;
        //    transform.position += moveVec;
        //    //R.velocity = moveVec;
        //}


        //Vector3 moveVec = (transform.forward * moveVertical + transform.right * moveHorizontal).normalized * move_speed;
        //transform.position += moveVec;


        //Vector3 moveVec = player.onlyYawForward * move_speed;
        //transform.position += moveVec;

        Vector3 moveVec = (player.onlyYawForward * moveVertical + -player.right * moveHorizontal).normalized * move_speed;
        transform.position += moveVec;

        //Vector3 moveVec = (player.onlyYawForward * moveVertical + player.right * moveHorizontal).normalized * move_speed;
        //R.AddForce(moveVec, ForceMode.Impulse);

        //Vector3 jumpVec = Vector3.zero;
        //if (Input.GetKeyDown(KeyCode.Space))
        //{
        //    jumpVec = Vector3.up * jump_power;
        //    R.AddForce(jumpVec, ForceMode.Impulse);
        //}

        //Debug.Log($"yaw:{yaw}, pitch:{pitch}, yawDelta:{yawDelta}, pitchDelta:{pitchDelta}, moveHorizontal:{moveHorizontal}, moveVertical :{moveVertical}, moveVec : {moveVec}, jumpVec : {jumpVec}");
    }
}


References

  • 0
    点赞
  • 1
    收藏
    觉得还不错? 一键收藏
  • 1
    评论
评论 1
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