注:个人用的第三人称相机...
查看:MyComponent_PositionMachine虚拟位置电机
查看:MyComponent_RotationMachine虚拟旋转电机
查看:MyComponent_Vector3Constraint向量\欧拉角约束器
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/*
* 作者:闪电Y黑客
*
* 日期:2019.3.25
*
* 功能:用于计算tps第三人称相机位置的组件
*
* 版本:002
*
*
*
* 主要3个点:
*
* 锚点Anchor_Point:
* 可获取它的Transform组件(使用:Get_Transform_Anchor_Point() 方法)
* tps像机的基点会一直跟随锚点,
* 所以跟随都是把锚点的Transform赋值为player的Transform,(使用:Set_Follow_Anchor_Transform() 方法)
* 或者把锚点塞到player下面作为子物体。 (使用:Set_Follow_Anchor_Parent() 方法)
*
* 计算点Calculation_Point:
* 可获取它的Transform组件(使用:Get_Transform_Calculation_Point() 方法)
* 计算点为tps相机旋转位移后得出的相机点的位置和方向,
* 所以可以把相机的Transform赋值为计算点Calculation的Transform,(使用:Get_Transform_Calculation_Point() 方法)
* 或者把相机塞到计算点下面作为子物体。(使用:Set_Follow_Calculation_Child() 方法)
*
*
* 旋转点Rotation_Point:
* 可获取它的Transform组件(使用:Get_Transform_Rotation_Point() 方法)
* 用于同步炮台、人物转向等...
*
* 支撑点Support_Point:
* 可获取它的transform组件(使用:Get_Transform_Support_Point() 方法)
* 为旋转点左右偏离后的位置,计算点则根据支撑点位置进行前后移动,
* 用于同步炮台、人物转向等...
*
*
*/
namespace MyTool.Component
{
/// <summary>
/// tps第三人称通用相机
/// </summary>
public class MyComponent_TpsCamera : MonoBehaviour
{
//===[公共]===
/// <summary>
/// 拉伸速度
/// </summary>
public float Distance_Speed = 0.01f;//拉伸速度
/// <summary>
/// 旋转速度
/// </summary>
public float Rotation_Speed = 0.01f;//旋转速度
/// <summary>
/// 跟随速度
/// </summary>
public float Follow_Speed = 0.1f;//跟随速度
/// <summary>
/// 障碍穿越激活
/// </summary>
public bool Activation_ObstacleCrossing = false;//障碍穿越激活
/// <summary>
/// 旋转激活
/// </summary>
public bool Activation_Rotating = true;//旋转激活
/// <summary>
/// 拉近激活
/// </summary>
public bool Activation_Distance = true;//拉近激活
/// <summary>
/// x轴翻转
/// </summary>
public bool Reverse_Mouse_X = false;//x轴翻转
/// <summary>
/// y轴翻转
/// </summary>
public bool Reverse_Mouse_Y = false;//y轴翻转
/// <summary>
/// 拉近翻转
/// </summary>
public bool Reverse_Mouse_ScrollWheel = false;//拉近翻转
/// <summary>
/// 节点偏移坐标
/// </summary>
public Vector3 Node_Offset;//节点偏移坐标
/// <summary>
/// 节点旋转
/// </summary>
public Vector3 Node_EulerAngles;//节点旋转
/// <summary>
/// 拉伸约束
/// </summary>
public MyComponent_Vector3Constraint DistanceConstraint;//拉伸约束
/// <summary>
/// 旋转约束
/// </summary>
public MyComponent_Vector3Constraint RotationConstraint;//旋转约束
/// <summary>
/// 跟随约束
/// </summary>
public MyComponent_Vector3Constraint FollowConstraint;//跟随约束
//===[私有]======
private MyComponent_PositionMachine PositionMachine;//拉伸位置电机
private MyComponent_RotationMachine RotationMachine;//旋转电机
private MyComponent_PositionMachine FollowMachine;//跟随位置电机
private Transform Calculation_Point;//计算点(camera)
private Transform Support_Point;//支撑点
private Transform Rotation_Point;//旋转点
private Transform Anchor_Point;//锚点(player)
private float Collision_distance = 1;//障碍穿越的检测射线延伸长度
private int LayerMask = 0;//障碍穿越的遮罩层
//===[操控数值]======
private float Control_X;
private float Control_Y;
private float Control_Z;
#region 初始化
private void Awake()
{
//===[建立节点]======
Calculation_Point = new GameObject("Calculation_Point").transform;//计算点
Support_Point = new GameObject("Support_Point").transform;//支撑点
Rotation_Point = new GameObject("Rotation_Point").transform;//旋转点
Anchor_Point = new GameObject("Anchor_Point").transform;//锚点
//======[初始化节点结构]======
Calculation_Point.parent = Support_Point;//计算点.父=支撑点
Support_Point.parent = Rotation_Point;//支撑点.父=旋转点
Rotation_Point.parent = transform;//旋转点.父 = 基点(自身transform)
//======[初始化节点偏离]======
transform.localPosition = Vector3.zero;
Rotation_Point.localPosition = new Vector3(0, Node_Offset.y, 0);//旋转点上下改变
Support_Point.localPosition = new Vector3(Node_Offset.x, 0, 0);//支撑点左右改变
Calculation_Point.localPosition = new Vector3(0, 0, Node_Offset.z);//计算点前后改变
//======[初始化旋转节点]======
transform.localEulerAngles = Vector3.zero;
Rotation_Point.localEulerAngles = Node_EulerAngles;//给旋转节点赋初始旋转角度
Support_Point.localEulerAngles = Vector3.zero;
Calculation_Point.localEulerAngles = Vector3.zero;
//===[建立虚拟电机组件]======
PositionMachine = Rotation_Point.gameObject.AddComponent<MyComponent_PositionMachine>();
RotationMachine = Rotation_Point.gameObject.AddComponent<MyComponent_RotationMachine>();
FollowMachine = Rotation_Point.gameObject.AddComponent<MyComponent_PositionMachine>();
//======[电机组件添加向量约束器]======
PositionMachine.PositionConstraint = DistanceConstraint;
RotationMachine.RotationConstraint = RotationConstraint;
FollowMachine.PositionConstraint = FollowConstraint;
//======[电机位置重置]======
PositionMachine.Set_Machine_Reset(new Vector3(0, 0, Node_Offset.z));
RotationMachine.Set_Machine_Reset(Node_EulerAngles);
}
#endregion
#region 赋值
/// <summary>
/// 相机操控赋值,用于控制相机旋转和拉伸
/// </summary>
/// <param name="TpsCamera_Control">操控值向量</param>
public void Set_TpsCamera_Control(Vector3 TpsCamera_Control)
{
Control_X = TpsCamera_Control.x;
Control_Y = TpsCamera_Control.y;
Control_Z = TpsCamera_Control.z;
}
/// <summary>
/// 相机操控赋值,用于控制相机旋转和拉伸
/// </summary>
/// <param name="X">x值</param>
/// <param name="Y">y值</param>
/// <param name="Z">z值</param>
public void Set_TpsCamera_Control(float X, float Y, float Z)
{
Control_X = X;
Control_Y = Y;
Control_Z = Z;
}
/// <summary>
/// 设置跟随:锚点和Follow_Target同步位置和转向
/// </summary>
/// <param name="Follow_Target">要跟随的游戏物体</param>
public void Set_Follow_Anchor_Transform(Transform Follow_Target)
{
Anchor_Point.position = Follow_Target.position;
Anchor_Point.rotation = Follow_Target.rotation;
}
/// <summary>
/// 设置跟随:锚点设为Follow_Target的子物体进行跟随
/// </summary>
/// <param name="Follow_Target">要跟随的游戏物体</param>
public void Set_Follow_Anchor_Parent(Transform Follow_Target)
{
Anchor_Point.parent = Follow_Target;
Anchor_Point.localPosition = Vector3.zero;
Anchor_Point.localEulerAngles = Vector3.zero;
}
/// <summary>
/// 计算点设置跟随:把物体设为计算点的子物体进行跟随
/// </summary>
/// <param name="Child_Object">子物体</param>
public void Set_Follow_Calculation_Child(Transform Child_Object)
{
Child_Object.parent = Calculation_Point;
Child_Object.localPosition = Vector3.zero;
Child_Object.localEulerAngles = Vector3.zero;
}
/// <summary>
/// 激活障碍穿越
/// </summary>
/// <param name="collision_distance">检测延伸长度</param>
/// <param name="LayerMask">遮罩层</param>
public void Set_Activation_Obstacle_Crossing(float collision_distance, int LayerMask)
{
this.Collision_distance = collision_distance;
this.LayerMask = LayerMask;
Activation_ObstacleCrossing = true;
}
/// <summary>
/// 重置相机状态
/// </summary>
public void Set_Reset_TpsCamera()
{
//======[初始化节点偏离]======
transform.position = Anchor_Point.position; //给基点赋锚点位置
Rotation_Point.localPosition = new Vector3(0, Node_Offset.y, 0);//旋转点上下改变
Support_Point.localPosition = new Vector3(Node_Offset.x, 0, 0);//支撑点左右改变
Calculation_Point.localPosition = new Vector3(0, 0, Node_Offset.z);//计算点前后改变
//======[初始化旋转节点]======
transform.eulerAngles = Anchor_Point.eulerAngles;//给基点赋锚点角度
Rotation_Point.localEulerAngles = Node_EulerAngles;//给旋转节点赋初始旋转角度
Support_Point.localEulerAngles = Vector3.zero;
Calculation_Point.localEulerAngles = Vector3.zero;
//======[电机位置重置]======
PositionMachine.Set_Machine_Reset(new Vector3(0, 0, Node_Offset.z));
RotationMachine.Set_Machine_Reset(Node_EulerAngles);
}
#endregion
#region 取值
/// <summary>
/// 获取锚点Transform组件,返回锚点的位置和角度
/// </summary>
/// <returns>锚点的位置和角度</returns>
public Transform Get_Transform_Anchor_Point()
{
return Anchor_Point;
}
/// <summary>
/// 获取旋转点Transform组件,返回旋转点的位置和角度
/// </summary>
/// <returns>旋转点的位置和角度</returns>
public Transform Get_Transform_Rotation_Point()
{
return Rotation_Point;
}
/// <summary>
/// 获取支撑点Transform组件,返回支撑点的位置和角度
/// </summary>
/// <returns>支撑点的位置和角度</returns>
public Transform Get_Transform_Support_Point()
{
return Support_Point;
}
/// <summary>
/// 获取计算点Transform组件,返回计算点的位置和角度
/// </summary>
/// <returns>计算点的位置和角度</returns>
public Transform Get_Transform_Calculation_Point()
{
return Calculation_Point;
}
/// <summary>
/// 获取计算点Transform组件,返回计算点的位置和角度
/// </summary>
/// <param name="Calculation_Transform">要计算点的Transform组件</param>
/// <returns></returns>
public Transform Get_Transform_Calculation_Point(ref Transform Calculation_Transform)
{
Calculation_Transform.position = Calculation_Point.position;
Calculation_Transform.rotation = Calculation_Point.rotation;
return Calculation_Point;
}
#endregion
#region 运算方法
/// <summary>
/// 相机旋转控制
/// </summary>
/// <param name="x">相机x轴操控值</param>
/// <param name="y">相机y轴操控值</param>
private void TpsCameraRotating(float x, float y)
{
x = (Reverse_Mouse_X) ? -x : x;
y = ((Reverse_Mouse_Y) ? -y : y);
Rotation_Point.localEulerAngles = RotationMachine
.Set_MachineActivation(Activation_Rotating)//电机激活
.SetTarget_Controlled(x, y, 0)//设置旋转轴控制数值
.Run_EulerAngle_SmoothDampAngle()//运行平滑欧拉角旋转
.Constraint_Local()//以父系坐标轴进行限制旋转
.Get_RotationSave();//获取电机旋转角度
}
/// <summary>
/// 相机拉伸控制
/// </summary>
/// <param name="z">相机z轴拉伸操控值</param>
private void TpsCameraDistance(float z)
{
z = ((Reverse_Mouse_ScrollWheel) ? -z : z);
Calculation_Point.localPosition = PositionMachine
.Set_MachineActivation(Activation_Distance)//电机激活
.SetTarget_Controlled(0, 0, z)//设置移动轴控制数值
.Run_SmoothDampAngle()//运行平滑移动
.Constraint_Local()//以父系坐标轴进行限制移动
.Get_PositionSave();//获取电机移动位置
if (Activation_ObstacleCrossing)
{ //障碍穿越
Calculation_Point.position = MyTool.Static.CameraMove.Obstacle_crossing(transform.position, Calculation_Point.position - transform.position, Collision_distance, LayerMask);
}
}
#endregion
// Update is called once per frame
void LateUpdate()
{
//===[电机速度赋值]======
PositionMachine.PositionMoveSpeed = Distance_Speed;
RotationMachine.RotationMoveSpeed = Rotation_Speed;
FollowMachine.PositionMoveSpeed = Follow_Speed;
TpsCameraRotating(Control_X, Control_Y);//旋转
TpsCameraDistance(Control_Z);//拉伸
//===[相机基点跟随]======
transform.position = FollowMachine
.SetTarget_Position(Anchor_Point.position)//给移动电机设置目标位置
.Run_SmoothDampAngle()//运行平滑移动模式
.Constraint_Scope()//约束于目标附近进行移动
.Get_PositionSave();//获取电机位置
}
}
}
使用例子:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ceshi002 : MonoBehaviour
{
public Transform player001;
public Transform camera001;
public float Mouse_XSpeed = 3;//鼠标X轴速度
public float Mouse_YSpeed = 3;//鼠标Y轴速度
public float Mouse_ScrollWheelSpeed = 3;//鼠标滚轮速度
public MyComponent_TpsCamera MyComponent_TpsCamera;//tps相机组件
private Vector3 cameraController;//操控变量
void Start()
{
MyComponent_TpsCamera.Set_Follow_Anchor_Parent(player001);//设玩家为父物体
MyComponent_TpsCamera.Set_Follow_Calculation_Child(camera001);//摄像机设为子物体
}
void Update()
{
//===【鼠标操控获取】====
MyComponent_TpsCamera.Activation_Rotating = Input.GetMouseButton(1); //判断激活旋转
cameraController.x = -Input.GetAxis("Mouse Y") * Mouse_XSpeed;
cameraController.y = Input.GetAxis("Mouse X") * Mouse_YSpeed;
cameraController.z = Input.GetAxis("Mouse ScrollWheel") * Mouse_ScrollWheelSpeed;
//===【相机控制赋值】====
MyComponent_TpsCamera.Set_TpsCamera_Control(cameraController);
}
}
扔上去直接运行...
移动延迟跟随:
旋转,旋转限制,拉近,拉近限制,障碍穿越: