unity 相机平滑跟随游戏角色

这个脚本赋给你的摄像机,再把游戏角色赋给character变量,之后就能实现摄像机平滑的跟随player在地球的任一角落了。

 

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using  UnityEngine;
using  System.Collections;
 
public  class  SmoothFollowerObj {
     
     private  Vector3 targetPosition;
     private  Vector3 position;
     private  Vector3 velocity;
     private  float  smoothingTime;
     private  float  prediction;
     
     public  SmoothFollowerObj( float  smoothingTime) {
         targetPosition = Vector3.zero;
         position = Vector3.zero;
         velocity = Vector3.zero;
         this .smoothingTime = smoothingTime;
         prediction = 1;
     }
     
     public  SmoothFollowerObj( float  smoothingTime,  float  prediction) {
         targetPosition = Vector3.zero;
         position = Vector3.zero;
         velocity = Vector3.zero;
         this .smoothingTime = smoothingTime;
         this .prediction = prediction;
     }
     
     // Update should be called once per frame
     public  Vector3 Update(Vector3 targetPositionNew,  float  deltaTime) {
         Vector3 targetVelocity = (targetPositionNew-targetPosition)/deltaTime;
         targetPosition = targetPositionNew;
         
         float  d = Mathf.Min(1,deltaTime/smoothingTime);
         velocity = velocity*(1-d) + (targetPosition+targetVelocity*prediction-position)*d;
         
         position += velocity*Time.deltaTime;
         return  position;
     }
     
     public  Vector3 Update(Vector3 targetPositionNew,  float  deltaTime,  bool  reset) {
         if  (reset) {
             targetPosition = targetPositionNew;
             position = targetPositionNew;
             velocity = Vector3.zero;
             return  position;
         }
         return  Update(targetPositionNew, deltaTime);
     }
     
     public  Vector3 GetPosition() {  return  position; }
     public  Vector3 GetVelocity() {  return  velocity; }
}
public  class  NoGravityCamera : MonoBehaviour {     // 这里的NoGravityCamera修改成你的脚本名
 
     public  GameObject character;
     public  Vector3 positionVector;
     public  Vector3 lookVector;
     private  SmoothFollowerObj posFollow;
     private  SmoothFollowerObj lookFollow;
     private  Vector3 lastVelocityDir;
     private  Vector3 lastPos;
     
     // Use this for initialization
     void  Start () {
         positionVector= new  Vector3(0,2,4);
         lookVector= new  Vector3(0,0,1.5f);
         posFollow =  new  SmoothFollowerObj(0.5f,0.5f);
         lookFollow =  new  SmoothFollowerObj(0.1f,0.0f);
         posFollow.Update(transform.position,0, true );
         lookFollow.Update(character.transform.position,0, true );
         lastVelocityDir = character.transform.forward;
         lastPos = character.transform.position;
     }
     
     // Update is called once per frame
     void  LateUpdate () {
         lastVelocityDir += (character.transform.position-lastPos)*8;
         lastPos = character.transform.position;
         lastVelocityDir += character.transform.forward*Time.deltaTime;
         lastVelocityDir = lastVelocityDir.normalized;
         Vector3 horizontal = transform.position-character.transform.position;
         Vector3 horizontal2 = horizontal;
         Vector3 vertical = character.transform.up;
         Vector3.OrthoNormalize( ref  vertical, ref  horizontal2);
         if  (horizontal.sqrMagnitude > horizontal2.sqrMagnitude) horizontal = horizontal2;
         transform.position = posFollow.Update(
             character.transform.position + horizontal*Mathf.Abs(positionVector.z) + vertical*positionVector.y,
             Time.deltaTime
         );
         
         horizontal = lastVelocityDir;
         Vector3 look = lookFollow.Update(character.transform.position + horizontal*lookVector.z - vertical*lookVector.y, Time.deltaTime);
         transform.rotation = Quaternion.FromToRotation(transform.forward, look-transform.position) * transform.rotation;
     }
}

  这是原文章地址:http://game.ceeger.com/forum/read.php?tid=1171&fid=2&page=1这个脚本赋给你的摄像机,再把游戏角色赋给character变量,之后就能实现摄像机平滑的跟随player在地球的任一角落了。

 

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using  UnityEngine;
using  System.Collections;
 
public  class  SmoothFollowerObj {
     
     private  Vector3 targetPosition;
     private  Vector3 position;
     private  Vector3 velocity;
     private  float  smoothingTime;
     private  float  prediction;
     
     public  SmoothFollowerObj( float  smoothingTime) {
         targetPosition = Vector3.zero;
         position = Vector3.zero;
         velocity = Vector3.zero;
         this .smoothingTime = smoothingTime;
         prediction = 1;
     }
     
     public  SmoothFollowerObj( float  smoothingTime,  float  prediction) {
         targetPosition = Vector3.zero;
         position = Vector3.zero;
         velocity = Vector3.zero;
         this .smoothingTime = smoothingTime;
         this .prediction = prediction;
     }
     
     // Update should be called once per frame
     public  Vector3 Update(Vector3 targetPositionNew,  float  deltaTime) {
         Vector3 targetVelocity = (targetPositionNew-targetPosition)/deltaTime;
         targetPosition = targetPositionNew;
         
         float  d = Mathf.Min(1,deltaTime/smoothingTime);
         velocity = velocity*(1-d) + (targetPosition+targetVelocity*prediction-position)*d;
         
         position += velocity*Time.deltaTime;
         return  position;
     }
     
     public  Vector3 Update(Vector3 targetPositionNew,  float  deltaTime,  bool  reset) {
         if  (reset) {
             targetPosition = targetPositionNew;
             position = targetPositionNew;
             velocity = Vector3.zero;
             return  position;
         }
         return  Update(targetPositionNew, deltaTime);
     }
     
     public  Vector3 GetPosition() {  return  position; }
     public  Vector3 GetVelocity() {  return  velocity; }
}
public  class  NoGravityCamera : MonoBehaviour {     // 这里的NoGravityCamera修改成你的脚本名
 
     public  GameObject character;
     public  Vector3 positionVector;
     public  Vector3 lookVector;
     private  SmoothFollowerObj posFollow;
     private  SmoothFollowerObj lookFollow;
     private  Vector3 lastVelocityDir;
     private  Vector3 lastPos;
     
     // Use this for initialization
     void  Start () {
         positionVector= new  Vector3(0,2,4);
         lookVector= new  Vector3(0,0,1.5f);
         posFollow =  new  SmoothFollowerObj(0.5f,0.5f);
         lookFollow =  new  SmoothFollowerObj(0.1f,0.0f);
         posFollow.Update(transform.position,0, true );
         lookFollow.Update(character.transform.position,0, true );
         lastVelocityDir = character.transform.forward;
         lastPos = character.transform.position;
     }
     
     // Update is called once per frame
     void  LateUpdate () {
         lastVelocityDir += (character.transform.position-lastPos)*8;
         lastPos = character.transform.position;
         lastVelocityDir += character.transform.forward*Time.deltaTime;
         lastVelocityDir = lastVelocityDir.normalized;
         Vector3 horizontal = transform.position-character.transform.position;
         Vector3 horizontal2 = horizontal;
         Vector3 vertical = character.transform.up;
         Vector3.OrthoNormalize( ref  vertical, ref  horizontal2);
         if  (horizontal.sqrMagnitude > horizontal2.sqrMagnitude) horizontal = horizontal2;
         transform.position = posFollow.Update(
             character.transform.position + horizontal*Mathf.Abs(positionVector.z) + vertical*positionVector.y,
             Time.deltaTime
         );
         
         horizontal = lastVelocityDir;
         Vector3 look = lookFollow.Update(character.transform.position + horizontal*lookVector.z - vertical*lookVector.y, Time.deltaTime);
         transform.rotation = Quaternion.FromToRotation(transform.forward, look-transform.position) * transform.rotation;
     }
}

  这是原文章地址:http://game.ceeger.com/forum/read.php?tid=1171&fid=2&page=1这个脚本赋给你的摄像机,再把游戏角色赋给character变量,之后就能实现摄像机平滑的跟随player在地球的任一角落了。

 

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using  UnityEngine;
using  System.Collections;
 
public  class  SmoothFollowerObj {
     
     private  Vector3 targetPosition;
     private  Vector3 position;
     private  Vector3 velocity;
     private  float  smoothingTime;
     private  float  prediction;
     
     public  SmoothFollowerObj( float  smoothingTime) {
         targetPosition = Vector3.zero;
         position = Vector3.zero;
         velocity = Vector3.zero;
         this .smoothingTime = smoothingTime;
         prediction = 1;
     }
     
     public  SmoothFollowerObj( float  smoothingTime,  float  prediction) {
         targetPosition = Vector3.zero;
         position = Vector3.zero;
         velocity = Vector3.zero;
         this .smoothingTime = smoothingTime;
         this .prediction = prediction;
     }
     
     // Update should be called once per frame
     public  Vector3 Update(Vector3 targetPositionNew,  float  deltaTime) {
         Vector3 targetVelocity = (targetPositionNew-targetPosition)/deltaTime;
         targetPosition = targetPositionNew;
         
         float  d = Mathf.Min(1,deltaTime/smoothingTime);
         velocity = velocity*(1-d) + (targetPosition+targetVelocity*prediction-position)*d;
         
         position += velocity*Time.deltaTime;
         return  position;
     }
     
     public  Vector3 Update(Vector3 targetPositionNew,  float  deltaTime,  bool  reset) {
         if  (reset) {
             targetPosition = targetPositionNew;
             position = targetPositionNew;
             velocity = Vector3.zero;
             return  position;
         }
         return  Update(targetPositionNew, deltaTime);
     }
     
     public  Vector3 GetPosition() {  return  position; }
     public  Vector3 GetVelocity() {  return  velocity; }
}
public  class  NoGravityCamera : MonoBehaviour {     // 这里的NoGravityCamera修改成你的脚本名
 
     public  GameObject character;
     public  Vector3 positionVector;
     public  Vector3 lookVector;
     private  SmoothFollowerObj posFollow;
     private  SmoothFollowerObj lookFollow;
     private  Vector3 lastVelocityDir;
     private  Vector3 lastPos;
     
     // Use this for initialization
     void  Start () {
         positionVector= new  Vector3(0,2,4);
         lookVector= new  Vector3(0,0,1.5f);
         posFollow =  new  SmoothFollowerObj(0.5f,0.5f);
         lookFollow =  new  SmoothFollowerObj(0.1f,0.0f);
         posFollow.Update(transform.position,0, true );
         lookFollow.Update(character.transform.position,0, true );
         lastVelocityDir = character.transform.forward;
         lastPos = character.transform.position;
     }
     
     // Update is called once per frame
     void  LateUpdate () {
         lastVelocityDir += (character.transform.position-lastPos)*8;
         lastPos = character.transform.position;
         lastVelocityDir += character.transform.forward*Time.deltaTime;
         lastVelocityDir = lastVelocityDir.normalized;
         Vector3 horizontal = transform.position-character.transform.position;
         Vector3 horizontal2 = horizontal;
         Vector3 vertical = character.transform.up;
         Vector3.OrthoNormalize( ref  vertical, ref  horizontal2);
         if  (horizontal.sqrMagnitude > horizontal2.sqrMagnitude) horizontal = horizontal2;
         transform.position = posFollow.Update(
             character.transform.position + horizontal*Mathf.Abs(positionVector.z) + vertical*positionVector.y,
             Time.deltaTime
         );
         
         horizontal = lastVelocityDir;
         Vector3 look = lookFollow.Update(character.transform.position + horizontal*lookVector.z - vertical*lookVector.y, Time.deltaTime);
         transform.rotation = Quaternion.FromToRotation(transform.forward, look-transform.position) * transform.rotation;
     }
}

  这是原文章地址:http://game.ceeger.com/forum/read.php?tid=1171&fid=2&page=1这个脚本赋给你的摄像机,再把游戏角色赋给character变量,之后就能实现摄像机平滑的跟随player在地球的任一角落了。

 

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using  UnityEngine;
using  System.Collections;
 
public  class  SmoothFollowerObj {
     
     private  Vector3 targetPosition;
     private  Vector3 position;
     private  Vector3 velocity;
     private  float  smoothingTime;
     private  float  prediction;
     
     public  SmoothFollowerObj( float  smoothingTime) {
         targetPosition = Vector3.zero;
         position = Vector3.zero;
         velocity = Vector3.zero;
         this .smoothingTime = smoothingTime;
         prediction = 1;
     }
     
     public  SmoothFollowerObj( float  smoothingTime,  float  prediction) {
         targetPosition = Vector3.zero;
         position = Vector3.zero;
         velocity = Vector3.zero;
         this .smoothingTime = smoothingTime;
         this .prediction = prediction;
     }
     
     // Update should be called once per frame
     public  Vector3 Update(Vector3 targetPositionNew,  float  deltaTime) {
         Vector3 targetVelocity = (targetPositionNew-targetPosition)/deltaTime;
         targetPosition = targetPositionNew;
         
         float  d = Mathf.Min(1,deltaTime/smoothingTime);
         velocity = velocity*(1-d) + (targetPosition+targetVelocity*prediction-position)*d;
         
         position += velocity*Time.deltaTime;
         return  position;
     }
     
     public  Vector3 Update(Vector3 targetPositionNew,  float  deltaTime,  bool  reset) {
         if  (reset) {
             targetPosition = targetPositionNew;
             position = targetPositionNew;
             velocity = Vector3.zero;
             return  position;
         }
         return  Update(targetPositionNew, deltaTime);
     }
     
     public  Vector3 GetPosition() {  return  position; }
     public  Vector3 GetVelocity() {  return  velocity; }
}
public  class  NoGravityCamera : MonoBehaviour {     // 这里的NoGravityCamera修改成你的脚本名
 
     public  GameObject character;
     public  Vector3 positionVector;
     public  Vector3 lookVector;
     private  SmoothFollowerObj posFollow;
     private  SmoothFollowerObj lookFollow;
     private  Vector3 lastVelocityDir;
     private  Vector3 lastPos;
     
     // Use this for initialization
     void  Start () {
         positionVector= new  Vector3(0,2,4);
         lookVector= new  Vector3(0,0,1.5f);
         posFollow =  new  SmoothFollowerObj(0.5f,0.5f);
         lookFollow =  new  SmoothFollowerObj(0.1f,0.0f);
         posFollow.Update(transform.position,0, true );
         lookFollow.Update(character.transform.position,0, true );
         lastVelocityDir = character.transform.forward;
         lastPos = character.transform.position;
     }
     
     // Update is called once per frame
     void  LateUpdate () {
         lastVelocityDir += (character.transform.position-lastPos)*8;
         lastPos = character.transform.position;
         lastVelocityDir += character.transform.forward*Time.deltaTime;
         lastVelocityDir = lastVelocityDir.normalized;
         Vector3 horizontal = transform.position-character.transform.position;
         Vector3 horizontal2 = horizontal;
         Vector3 vertical = character.transform.up;
         Vector3.OrthoNormalize( ref  vertical, ref  horizontal2);
         if  (horizontal.sqrMagnitude > horizontal2.sqrMagnitude) horizontal = horizontal2;
         transform.position = posFollow.Update(
             character.transform.position + horizontal*Mathf.Abs(positionVector.z) + vertical*positionVector.y,
             Time.deltaTime
         );
         
         horizontal = lastVelocityDir;
         Vector3 look = lookFollow.Update(character.transform.position + horizontal*lookVector.z - vertical*lookVector.y, Time.deltaTime);
         transform.rotation = Quaternion.FromToRotation(transform.forward, look-transform.position) * transform.rotation;
     }
}

  这是原文章地址:http://game.ceeger.com/forum/read.php?tid=1171&fid=2&page=1这个脚本赋给你的摄像机,再把游戏角色赋给character变量,之后就能实现摄像机平滑的跟随player在地球的任一角落了。

 

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using  UnityEngine;
using  System.Collections;
 
public  class  SmoothFollowerObj {
     
     private  Vector3 targetPosition;
     private  Vector3 position;
     private  Vector3 velocity;
     private  float  smoothingTime;
     private  float  prediction;
     
     public  SmoothFollowerObj( float  smoothingTime) {
         targetPosition = Vector3.zero;
         position = Vector3.zero;
         velocity = Vector3.zero;
         this .smoothingTime = smoothingTime;
         prediction = 1;
     }
     
     public  SmoothFollowerObj( float  smoothingTime,  float  prediction) {
         targetPosition = Vector3.zero;
         position = Vector3.zero;
         velocity = Vector3.zero;
         this .smoothingTime = smoothingTime;
         this .prediction = prediction;
     }
     
     // Update should be called once per frame
     public  Vector3 Update(Vector3 targetPositionNew,  float  deltaTime) {
         Vector3 targetVelocity = (targetPositionNew-targetPosition)/deltaTime;
         targetPosition = targetPositionNew;
         
         float  d = Mathf.Min(1,deltaTime/smoothingTime);
         velocity = velocity*(1-d) + (targetPosition+targetVelocity*prediction-position)*d;
         
         position += velocity*Time.deltaTime;
         return  position;
     }
     
     public  Vector3 Update(Vector3 targetPositionNew,  float  deltaTime,  bool  reset) {
         if  (reset) {
             targetPosition = targetPositionNew;
             position = targetPositionNew;
             velocity = Vector3.zero;
             return  position;
         }
         return  Update(targetPositionNew, deltaTime);
     }
     
     public  Vector3 GetPosition() {  return  position; }
     public  Vector3 GetVelocity() {  return  velocity; }
}
public  class  NoGravityCamera : MonoBehaviour {     // 这里的NoGravityCamera修改成你的脚本名
 
     public  GameObject character;
     public  Vector3 positionVector;
     public  Vector3 lookVector;
     private  SmoothFollowerObj posFollow;
     private  SmoothFollowerObj lookFollow;
     private  Vector3 lastVelocityDir;
     private  Vector3 lastPos;
     
     // Use this for initialization
     void  Start () {
         positionVector= new  Vector3(0,2,4);
         lookVector= new  Vector3(0,0,1.5f);
         posFollow =  new  SmoothFollowerObj(0.5f,0.5f);
         lookFollow =  new  SmoothFollowerObj(0.1f,0.0f);
         posFollow.Update(transform.position,0, true );
         lookFollow.Update(character.transform.position,0, true );
         lastVelocityDir = character.transform.forward;
         lastPos = character.transform.position;
     }
     
     // Update is called once per frame
     void  LateUpdate () {
         lastVelocityDir += (character.transform.position-lastPos)*8;
         lastPos = character.transform.position;
         lastVelocityDir += character.transform.forward*Time.deltaTime;
         lastVelocityDir = lastVelocityDir.normalized;
         Vector3 horizontal = transform.position-character.transform.position;
         Vector3 horizontal2 = horizontal;
         Vector3 vertical = character.transform.up;
         Vector3.OrthoNormalize( ref  vertical, ref  horizontal2);
         if  (horizontal.sqrMagnitude > horizontal2.sqrMagnitude) horizontal = horizontal2;
         transform.position = posFollow.Update(
             character.transform.position + horizontal*Mathf.Abs(positionVector.z) + vertical*positionVector.y,
             Time.deltaTime
         );
         
         horizontal = lastVelocityDir;
         Vector3 look = lookFollow.Update(character.transform.position + horizontal*lookVector.z - vertical*lookVector.y, Time.deltaTime);
         transform.rotation = Quaternion.FromToRotation(transform.forward, look-transform.position) * transform.rotation;
     }
}

  这是原文章地址:http://game.ceeger.com/forum/read.php?tid=1171&fid=2&page=1

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