一、 介绍
二、 知识点
摄像机线性插值平滑跟随
车轮碰撞器
三、摄像机跟随汽车移动,第一视角
线性插值
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class FollowPlayer : MonoBehaviour {
private Transform followTarget; // 跟随的目标对象
private Vector3 fixedDistance; // 相机与目标的固定距离
private Vector3 tempPos; // 相机的临时位置
void Start () {
followTarget = GameObject.FindGameObjectWithTag("Player").transform; // 通过标签获取跟随的目标对象
fixedDistance = new Vector3(0, 3, -6); // 设置相机与目标的固定距离
}
void FixedUpdate () {
tempPos = followTarget.TransformDirection(fixedDistance) + followTarget.position; // 计算相机的临时位置
transform.position = Vector3.Lerp(transform.position, tempPos, Time.fixedDeltaTime * 3); // 平滑地将相机移动到临时位置
transform.LookAt(followTarget); // 让相机朝向目标对象
//Quaternion q = Quaternion.LookRotation(Vector3.forward,followTarget.position);
//transform.rotation = Quaternion.Slerp(transform.rotation, q, Time.fixedDeltaTime * 3);
// 上面两行代码是注释掉的,不会被执行
}
}
四、 车轮碰撞器、控制移动
给四个轮胎都添加车轮碰撞器
using System.Collections.Generic;
using UnityEngine;
public class car : MonoBehaviour {
private MeshRenderer[] wheelMesh;
private WheelCollider[] wheel;
private float maxAngle;
private float maxTorque;
void Start () {
maxAngle = 30;
maxTorque = 200;
wheelMesh = transform.GetChild(0).GetComponentsInChildren<MeshRenderer>();
wheel = transform.GetChild(1).GetComponentsInChildren<WheelCollider>();
}
void Update () {
float h = Input.GetAxis("Horizontal");
float v = Input.GetAxis("Vertical");
for (int i = 0; i < 2; i++)
{
wheel[i].steerAngle = h * maxAngle;
}
foreach (var o in wheel)
{
o.motorTorque = maxTorque * v;
}
for (int i = 0; i < 4; i++)
{
wheelMesh[i].transform.localRotation = Quaternion.Euler(wheel[i].rpm * 360 / 60, wheel[i].steerAngle, 0);
}
}
}
五、 下载
https://pan.baidu.com/share/init?surl=wveWbVg6BcEoNI1MgPugqw
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