using UnityEngine;
using System.Collections;
public class FollowCamera : MonoBehaviour
{
public Transform target;
public float targetHeight = 0.2f;
public float distance = 5.0f;
public float offsetFromWall = 0.1f;
public float maxDistance = 20;
public float minDistance = .6f;
public float xSpeed = 200.0f;
public float ySpeed = 200.0f;
public int yMinLimit = -80;
public int yMaxLimit = 80;
public int zoomRate = 40;
public float rotationDampening = 3.0f;
public float zoomDampening = 5.0f;
public LayerMask collisionLayers = -1;
private float xDeg = -53.2f;
private float yDeg = 22.4f;
private float currentDistance;
private float desiredDistance;
private float correctedDistance;
private Vector3 vTargetOffset;
void Start ()
{
currentDistance = distance;
desiredDistance = distance;
correctedDistance = distance;
vTargetOffset = new Vector3(0, -targetHeight, 0);
}
void LateUpdate ()
{
if (!target){
return;
}
if (Input.GetMouseButton(1) )
{
xDeg += Input.GetAxis ("Mouse X") * xSpeed * 0.02f;
yDeg -= Input.GetAxis ("Mouse Y") * ySpeed * 0.02f;
}
yDeg = ClampAngle (yDeg, yMinLimit, yMaxLimit);
xDeg = ClampAngle (xDeg, -360, 360);
Quaternion rotation = Quaternion.Euler (yDeg, xDeg, 0);
desiredDistance -= Input.GetAxis ("Mouse ScrollWheel") * Time.deltaTime * zoomRate * Mathf.Abs (desiredDistance);
desiredDistance = Mathf.Clamp (desiredDistance, minDistance, maxDistance);
correctedDistance = desiredDistance;
Vector3 position = target.position - (rotation * Vector3.forward * desiredDistance + vTargetOffset);
RaycastHit collisionHit;
Vector3 trueTargetPosition = new Vector3 (target.position.x, target.position.y + targetHeight, target.position.z);
bool isCorrected = false;
if (Physics.Linecast (trueTargetPosition, position, out collisionHit, collisionLayers.value))
{
correctedDistance = Vector3.Distance (trueTargetPosition, collisionHit.point) - offsetFromWall;
isCorrected = true;
}
currentDistance = !isCorrected || correctedDistance > currentDistance ? Mathf.Lerp (currentDistance, correctedDistance, Time.deltaTime * zoomDampening) : correctedDistance;
currentDistance = Mathf.Clamp (currentDistance, minDistance, maxDistance);
position = target.position - (rotation * Vector3.forward * currentDistance + vTargetOffset);
transform.rotation = rotation;
transform.position = position;
}
private static float ClampAngle (float angle, float min, float max)
{
if (angle < -360)
angle += 360;
if (angle > 360)
angle -= 360;
return Mathf.Clamp (angle, min, max);
}
}
无锁定自由视角Camera控制器
最新推荐文章于 2023-11-13 14:23:54 发布