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:
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
移开时
移近时