unity摄像机跟随物体运动(总结)

方法一:简单但是如果物体运动到障碍物前面会遮挡人物,

在这里插入代码片using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class camer_move : MonoBehaviour {
	public Transform player;
	private Vector3 offset;
	// Use this for initialization
	void Start () {
		offset = transform.position - player.position;
	}
	
	// Update is called once per frame
	void Update () {
		transform.position = player.position + offset;
	}
}

方法二:摄像头一直跟随人物不会被障碍物遮挡

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class camera : MonoBehaviour
{
    private Transform ThirdPersonController;
    private Vector3 offset;
    private void Awake()
    {
        ThirdPersonController = GameObject.FindWithTag("player").transform;
        offset = transform.position - ThirdPersonController.position;
        offset = new Vector3(0, offset.y, offset.z);
    }

    void Update()
    {
        Vector3 startPos = ThirdPersonController.position + offset;
        Vector3 endPos = ThirdPersonController.position + offset.magnitude * Vector3.up;
        Vector3[] points = new Vector3[]
        {
            startPos,
            Vector3.Lerp(startPos,endPos,0.25f),
            Vector3.Lerp(startPos,endPos,0.5f),
            Vector3.Lerp(startPos,endPos,0.75f),
            endPos
        };
        Vector3 target = points[0];
        for (int i = 0; i < points.Length; i++)
        {
            RaycastHit hit;
            if (Physics.Raycast(points[i], ThirdPersonController.position - points[i], out hit))
            {
                if (hit.collider.tag == "player" || hit.collider.tag =="Camera" || hit.collider.tag == "Laser")
                {
                    target = points[i];
                    break;
                }
            }
            else
            {
                target = points[i];
                break;
            }
        }
        transform.position = Vector3.Lerp(transform.position, target, Time.deltaTime * 10);
        Quaternion rotate = transform.rotation;
        transform.LookAt(ThirdPersonController.position);
        transform.rotation = Quaternion.Lerp(rotate, transform.rotation, Time.deltaTime * 10);
    }
}

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