Unity【角色/摄像机移动控制】【3.摄像机跟随角色】

本章代码基于前两章。
1. 我们新建CameraController脚本,将其挂载到Camera上
2. 在角色Player下新建一个空物体,命名为cameraTargetPoint,并将该物体挂载至CameraController脚本中【注意代码中的这行:public Transform cameraTargetPoint;】,将该空物体放在人物头部附近位置
3.将PlayerController脚本绑定至CameraController中【public PlayerController playerController;】
4.本章代码的实现原理是让摄像机对准空物件,并保持一定距离

5. 具体代码如下

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

public class CameraController : MonoBehaviour
{
    private static float lower_upper_bound = 60f;
    public Transform cameraTargetPoint;
    public float cameraDistance = 5.0f;
    public Vector2 verticalRange = new Vector2(-lower_upper_bound, lower_upper_bound);
    public float cameraSensitivity = 120f;

    private Transform verticalObj;
    private Transform horizontalObj;
    private float horizontalValue;
    private float verticalValue;

    public PlayerController playerController;
    // Start is called before the first frame update
    void Start()
    {
        horizontalObj = new GameObject("Camera Horizontal").transform;
        horizontalObj.SetParent(cameraTargetPoint);
        horizontalObj.localPosition = Vector3.zero;
        horizontalObj.localRotation = Quaternion.identity;
        verticalObj = new GameObject("Camera Vertical").transform;
        verticalObj.SetParent(horizontalObj);
        verticalObj.localPosition = Vector3.zero;
        verticalObj.localRotation = Quaternion.identity;
        transform.SetParent(verticalObj);
        transform.localPosition = new Vector3(0,0,-cameraDistance);
        transform.localRotation = Quaternion.identity; 
    }

    // Update is called once per frame
    void Update()
    {
        cameraMoving();
        DoNotTouchTheGround();
    }

    private void cameraMoving()
    {
        horizontalValue += Input.GetAxis("Mouse X") * Time.deltaTime * cameraSensitivity;
        horizontalObj.localRotation = Quaternion.Euler(new Vector3(0, horizontalValue, 0));
        verticalValue += Input.GetAxis("Mouse Y") * Time.deltaTime * cameraSensitivity;
        verticalValue = Mathf.Clamp(verticalValue, verticalRange.x, verticalRange.y);
        verticalObj.localRotation = Quaternion.Euler(new Vector3(-verticalValue, 0, 0));
    }

    private void DoNotTouchTheGround()    // 摄像机与角色点中间有物体时,让摄像机处于物体前,避免遮挡
    {
        Vector3 distanceVec = transform.position - cameraTargetPoint.position;
        float distance = distanceVec.magnitude;
        RaycastHit hit;
        if(Physics.Raycast(cameraTargetPoint.position,distanceVec, out hit,distance))
        {
            if(hit.transform.tag != "Player")
            {
                transform.position = hit.point;
            }
            else
            {
                transform.localPosition = Vector3.Lerp(transform.localPosition, new Vector3(0, 0, -distance), 0.3f);
            }
        }
        else
        {
            transform.localPosition = Vector3.Lerp(transform.localPosition, new Vector3(0, 0, -distance), 0.3f);
        }

    }
}

Tips:以上代码中,DoNotTouchTheGround()方法不是必须的,该方法是用于限制当摄像机与角色之间有障碍物时,把摄像机放在障碍物前方以避免视觉阻碍,可以看情况添加。

至此,我们可以实现摄像机跟随角色移动,并且鼠标能操控摄像机绕着角色转动,但仍有一个问题:当摄像机位于人物前方时,人物前进方向仍是我们的后方,这是由于参考坐标系的缘故,具体修复如下:

1. 在PlayerController脚本中,添加

public Transform cameraTargetPoint;

在Move方法中添加【moveingVec = cameraTargetPoint.TransformDirection(moveingVec);】:

private void Move()
    {
        float horizontalInput = Input.GetAxis("Horizontal");
        float verticalInput = Input.GetAxis("Vertical");

        Vector3 moveingVec = new Vector3(horizontalInput, 0f, verticalInput) * Time.deltaTime * speed;
        moveingVec = cameraTargetPoint.TransformDirection(moveingVec);
        transform.Translate(moveingVec);
        
    }

2. 在CameraController脚本中的cameraMoving()方法中添加下句:

playerController.cameraTargetPoint = horizontalObj;

于是即可实现摄像头跟随鼠标,并围绕角色运动,并且角色运动方向【仅仅是方向,如果要人物转向,则还需其他修改,本系列其他章节会有涉及】可以自适应为当前摄像头的前方

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