小地图的制作,创建一个副摄像机,将它的位置移到玩家的上方,选中摄像机,在上方编辑器中选择gameobject,选中图片中选中的选项
选中副摄像机,找到组件中的图片选项
就可以开始调整它的视角大小,就做出来了
摄像机跟随玩家
private Vector3 pos;//摄像机位置
private Transform player;//玩家位置
public float up = 3f, away = 4f;//变量
private float smooth = 4f;//速度
private Vector3 cameraRotation;//摄像机位置
private float speed = 3f;//速度
void Start()
{
player = GameObject.FindWithTag("Player").transform;//拿到玩家位置
}
// Update is called once per frame
void Update()
{
pos = player.position + Vector3.up * up - Vector3.forward * away;//计算出摄像机的位置
transform.position = Vector3.Lerp(transform.position, pos, Time.deltaTime * smooth);//摄像机的位移
transform.LookAt(player.position);//看向玩家
CameraChange();
}
void CameraChange()
{
float x = Input.GetAxis("Mouse X");
float y = Input.GetAxis("Mouse Y");
float z = Input.GetAxis("Mouse ScrollWheel");
if (z<0)
{
if (Camera.main.fieldOfView<90)根据鼠标滚轮,将视角放大放小
{
Camera.main.fieldOfView += 2;
}
}
if (z > 0)
{
if (Camera.main.fieldOfView >30)
{
Camera.main.fieldOfView -= 2;
}
}
cameraRotation.x -= y * speed;
cameraRotation.y += x * speed;
cameraRotation.x = Mathf.Clamp(transform.position.x, -30, 30);//限定x的范围
transform.rotation = Quaternion.Euler(cameraRotation.x, cameraRotation.y, 0);//摄像机视角跟随鼠标移动
player.rotation = Quaternion.Euler(0, cameraRotation.y, 0);//玩家跟随视角一起旋转
}