1.效果实现:
简易版链接: https://pan.baidu.com/s/1kC9DOpQztD-a6G-cM42tgQ 提取码: ure9
全视角旋转简易视频
带动画版视频:
全视角(人物动画,人物方向)
2.进行Preject Settings设置
Input Manager
复制Horizontal,改轴
复制Vertical,改轴
将MouseY修改反向,使得鼠标上下移动控制摄像机正常
3.代码实现
PlayerCharacter
代码主要实现了功能有:
1.判断物体是否在地板上,主要是为了实现落地时的动画
2.动画实现:静止,行走,跑步,跳跃,落地动画(这里是Asset Store资源自带的动画,可自行去寻找资源,进行参数调整即可,或直接Asset Store里面查询3D角色,可以找到同一个资源)
3.人物朝向摄像机方向水平分量,并以此为正方向进行前后左右移动并旋转
注意:设置一个root,也就是摄像对准的目标
PlayerCharacter挂在在人物身上,将摄像机和对准目标进行选定
using UnityEngine;
[RequireComponent(typeof(Rigidbody))]
public class PlayerCharacter : MonoBehaviour
{
[SerializeField] private float m_WalkSpeed = 2.0f;//行走速度
[SerializeField] private float m_RunSpeed = 3.5f;//跑步速度
[SerializeField] private float m_RotateSpeed = 3.0f;//旋转速度
[SerializeField] private float m_JumpForce = 300.0f;//跳跃力度
[SerializeField] private float m_RunningStart = 1.0f;// 跑步启动时长
[SerializeField] private Photographer _photographer;//摄像机
[SerializeField] private Transform _followingTarget;//摄像对准
public Vector3 CurrentInput { get; private set; }
public float MaxWalkSpeed = 5;
// member
private Rigidbody m_RigidBody;
private Animator m_Animator = null;//动画
private float m_MoveTime = 0;
private float m_MoveSpeed = 0.0f;
private bool m_IsGround = true;
private void Awake()
{
m_RigidBody = GetComponent<Rigidbody>();
m_Animator = this.GetComponentInChildren<Animator>();//动画
m_MoveSpeed = m_WalkSpeed;
_photographer.InitCamera(_followingTarget);
}
private void Update()
{
if (m_RigidBody == null) return;//为空直接返回
if (m_Animator == null) return;
// 是否离地
float rayDistance = 0.3f;//射线的距离
Vector3 rayOrigin = (this.transform.position + (Vector3.up * rayDistance * 0.5f));//射线的距离
bool ground = Physics.Raycast(rayOrigin, Vector3.down, rayDistance, LayerMask.GetMask("Default")); //判断角色当前是否在地面上
if (ground != m_IsGround)
{
m_IsGround = ground;
// landing动画
if (m_IsGround)
{
m_Animator.Play("landing");
}
}
// input
float h = Input.GetAxis("Horizontal");//水平
float v = Input.GetAxis("Vertical");//垂直
bool isMove = ((h != 0) || (v != 0));
m_MoveTime = isMove ? (m_MoveTime + Time.deltaTime) : 0;
bool isRun = (m_RunningStart <= m_MoveTime);
// move speed (walk / run)
float moveSpeed = isRun ? m_RunSpeed : m_WalkSpeed;
m_MoveSpeed = isMove ? Mathf.Lerp(m_MoveSpeed, moveSpeed, (8.0f * Time.deltaTime)) : m_WalkSpeed;
if (isMove)
{
// 获取当前摄像机的朝向
Vector3 cameraForward = _photographer.transform.forward;
cameraForward.y = 0;
cameraForward.Normalize();
// 将物体的旋转朝向设为摄像机的朝向
transform.rotation = Quaternion.LookRotation(cameraForward);
Vector3 inputDirection = new Vector3(h, 0, v);
if (inputDirection != Vector3.zero)
{
float rotationAmount = Vector3.Angle(Vector3.forward, inputDirection) * Mathf.Sign(inputDirection.x);
transform.Rotate(0, rotationAmount, 0);
}
}
m_Animator.SetBool("isMove", isMove);
m_Animator.SetBool("isRun", isRun);
// jump
if (Input.GetButtonDown("Jump") && m_IsGround)//按键jump并且在地面
{
m_Animator.Play("jump");
m_RigidBody.AddForce(Vector3.up * m_JumpForce);
}
UpdateMovementInput();
}
private void FixedUpdate()
{
m_RigidBody.MovePosition(m_RigidBody.position + CurrentInput * m_MoveSpeed * Time.fixedDeltaTime);
}
private void UpdateMovementInput()
{
Quaternion rot = Quaternion.Euler(0, _photographer.Yaw, 0);
SetMovementInput(rot * Vector3.forward * Input.GetAxis("Vertical") +
rot * Vector3.right * Input.GetAxis("Horizontal"));
}
public void SetMovementInput(Vector3 input)
{
CurrentInput = Vector3.ClampMagnitude(input, 1);
}
}
Photographer
实现摄像机由鼠标控制全方位旋转
注意:Photographer代码挂在在Photographer上,并对参数进行调整,将ArmLengthCurve前后坐标设置为(-90,0.8),(90,10),实现上下旋转时镜头的拉近和推远,每个结点要选择Clamp平滑
using System;
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
public class Photographer : MonoBehaviour
{
public float Pitch { get; private set; }//记录绕X旋转量
public float Yaw { get; private set; }//绕y轴旋转
public float mouseSensitivity = 5;//鼠标灵敏度
public float cameraRotatingSpeed = 80;
public float cameraYSpeed = 5;
private Transform _target;
private Transform _camera;
[SerializeField] private AnimationCurve _armLengthCurve;
private void Awake()
{
_camera = transform.GetChild(0);
}
// Start is called before the first frame update
private void Start()
{
}
public void InitCamera(Transform target)
{
_target = target;
transform.position = target.position;
}
// Update is called once per frame
private void Update()
{
UpdateRotation();
UpdatePosition();
UpdateArmLength();
}
private void UpdateRotation()
{
Yaw += Input.GetAxis("Mouse X") * mouseSensitivity;
Yaw += Input.GetAxis("CameraRateX") * cameraRotatingSpeed * Time.deltaTime;
Pitch += Input.GetAxis("Mouse Y") * mouseSensitivity;
Pitch += Input.GetAxis("CameraRateY") * cameraRotatingSpeed * Time.deltaTime;
Pitch = Mathf.Clamp(Pitch, -90, 90);//限制在上下90度
transform.rotation = Quaternion.Euler(Pitch, Yaw, 0);
}
private void UpdatePosition()
{
Vector3 position = _target.position;
float newY = Mathf.Lerp(transform.position.y, position.y, Time.deltaTime * cameraYSpeed);
transform.position = new Vector3(position.x, newY, position.z);
}
private void UpdateArmLength()
{
_camera.localPosition = new Vector3(0, 0, _armLengthCurve.Evaluate(Pitch) * -1);
}
}
4.总结
实现摄像机全视角旋转和人物移动