Unity3D_控制摄像机跟随物体

Unity3D_控制摄像机跟随物体

情景一:第三人称跟随

1、效果描述:摄像机一直跟随在物体的后上方,并一直看向物体
2、代码实现:
挂载到Camera上

public class LookAtObject : MonoBehaviour {

	private Transform transformOfTargetObject;//被跟随物体
	private Vector3 offset;//差量
	private Vector3 targetPosition;//
	private float speed=5;
	void Start () {
		transformOfTargetObject=GameObject.Find("Cube").GetComponent<Transform>();
		offset=gameObject.transform.position-transformOfTargetObject.position;
	}
	
	void Update () {
		targetPosition=transformOfTargetObject.position+transformOfTargetObject.TransformDirection(offset);/*一定要
									transformOfTargetObject.TransformDirection(offset),不然摄像机不会跟在物体后面*/
		gameObject.transform.position=Vector3.Lerp(gameObject.transform.position,targetPosition,Time.deltaTime*speed);
		gameObject.transform.LookAt(transformOfTargetObject);
	}

3、结果:Unity3D_控制摄像机跟随物体

情景二:全局观测:

1、效果描述:对于有两个游戏角色,需要同时观测到他们,并能将他们维持在视野当中
2、代码实现:
代码添加到Camera上

public class LookAtThem : MonoBehaviour {

	public GameObject play1;
	public GameObject play2;
	private Camera m_camera;
	private Vector3 offset;
	private float viewScale;
	
	void Start () {
		offset=gameObject.transform.position-(play1.transform.position+play2.transform.position)/2;
		m_camera=this.GetComponent<Camera>();
		viewScale=m_camera.fieldOfView/Vector3.Distance(play1.transform.position,play2.transform.position);
	}
	
	void Update () {
		this.transform.position=(play1.transform.position+play2.transform.position)/2+offset;
		m_camera.fieldOfView=Vector3.Distance(play1.transform.position,play2.transform.position)*viewScale;
	}
}

3、结果
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Unity3D_控制摄像机跟随物体
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Unity3D_控制摄像机跟随物体