1、摄像头镜头跟随角色(摄像头位置不变)
参考:http://www.unitymanual.com/5849.html
using UnityEngine;
using System.Collections;
public class ThirdPersonCamera : MonoBehaviour {
public float distanceAway; // distance from the back of the craft
public float distanceUp; // distance above the craft
public float smooth; // how smooth the camera movement is
private GameObject hovercraft; // to store the hovercraft
private Vector3 targetPosition; // the position the camera is trying to be in
Transform follow;
void Start(){
follow = GameObject.FindWithTag ("Player").transform;
}
void LateUpdate ()
{
// setting the target position to be the correct offset from the hovercraft
targetPosition = follow.position + Vector3.up * distanceUp + follow.forward * distanceAway;
// making a smooth transition between it's current position and the position it wants to be in
transform.position = Vector3.Lerp(transform.position, targetPosition, Time.deltaTime * smooth);
// make sure the camera is looking the right way!
transform.LookAt(follow);
}
}
2、摄像头锁定角色(摄像头位置跟随角色移动,镜头角度不变)
①在角色物体创建一个空物体,然后把摄像头作为该空物体的子物体。
②在角色绑定脚本中,该空物体的变换位置跟随角色运动改变即可(point.transform.Translate (0, 0, 5*Time.deltaTime);point为空物体,向z轴正方向移动)。
3、摄像头锁定角色,且镜头角度可变。
①在第二种情况的基础上添加。
②摄像头绑定脚本
MouseOrbit.js
var target : Transform;
var distance = 10.0;
var xSpeed = 250.0;
var ySpeed = 120.0;
var yMinLimit = -20;
var yMaxLimit = 80;
private var x = 0.0;
private var y = 0.0;
var isDrog : boolean = false;
@script AddComponentMenu("Camera-Control/Mouse Orbit")
function Start () {
var angles = transform.eulerAngles;
x = angles.y;
y = angles.x;
// Make the rigid body not change rotation
//if (rigidbody)
//rigidbody.freezeRotation = true;
}
//鼠标点击才可进行角度旋转
function OnGUI() {
if(Event.current.type == EventType.MouseDrag) {
isDrog = true;
} else {
isDrog = false;
}
}
function LateUpdate () {
if (target && isDrog) {
x += Input.GetAxis("Mouse X") * xSpeed * 0.02;
y -= Input.GetAxis("Mouse Y") * ySpeed * 0.02;
y = ClampAngle(y, yMinLimit, yMaxLimit);
var rotation = Quaternion.Euler(y, x, 0);
var position = rotation * Vector3(0.0, 0.0, -distance) + target.position;
transform.rotation = rotation;
transform.position = position;
}
}
//旋转角度范围限制
static function ClampAngle (angle : float, min : float, max : float) {
if (angle < -360)
angle += 360;
if (angle > 360)
angle -= 360;
return Mathf.Clamp (angle, min, max);
}