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如何访问Unity中的主摄像头以制作缩放脚本?

[英]How to access the main Camera in Unity to make a zoom script?

I am trying to make a simple zoom script for when you click on a cube. 当您单击多维数据集时,我试图制作一个简单的缩放脚本。 I want it to zoom in on the cube, but I cannot find a way to make the main camera zoom for me. 我希望它在立方体上放大,但是找不到适合我的主相机缩放方法。 I have tried several different ways. 我尝试了几种不同的方法。 Here is the current one. 这是当前的。 I had it in a OnMouseDown , but it still would not work, so I moved it to update to see if I could get it to work. 我将其放在OnMouseDown ,但仍然无法正常工作,因此我将其移动以进行更新以查看是否可以正常工作。

void Update ()
{
  if(Input.GetKeyDown("z"))
  {
    Debug.Log("Pressed Z");
    zoomedIn = !zoomedIn;
  }

  if(zoomedIn == true)
  {
      Debug.Log("True!");
      Camera.main.GetComponent<Camera>().fieldOfView = Mathf.Lerp(GetComponent<Camera>().fieldOfView, zoom, Time.deltaTime*smooth);
  }
  else
  {
     Camera.main.GetComponent<Camera>().fieldOfView = Mathf.Lerp(GetComponent<Camera>().fieldOfView, normal, Time.deltaTime*smooth);
  }
}

Looks like zoom and normal are not assigned to the correct values. 似乎没有将zoomnormal分配给正确的值。 Also make sure that you're in Perspective , not Orthographic view. 还要确保您处于Perspective视图,而不是“ Orthographic视图。

If you want to use Orthographic view just change all usages of fieldOfView to orthographicSize and change zoom to something reasonable, like 5 units. 如果要使用Orthographic视图,只需将fieldOfView所有用法更改为orthographicSize然后将zoom fieldOfView更改为合理的水平,例如5个单位。

normal should be the initial fieldOfView of the camera, retrieved in Start : normal应该是摄像机的初始fieldOfView ,在Start检索到:

// camera is a private field
private Camera camera;
camera = GetComponent<Camera>();
normal = camera.fieldOfView;

zoom should be a value less than normal (initial fieldOfView ) assigned from the inspector to be able to "zoom in". zoom的值应小于检查员分配的normal值(初始fieldOfView ),以便能够“放大”。

Your conditional branch will change to 您的条件分支将更改为

if (zoomedIn) // Same as if (zoomedIn == true)
{
    camera.fieldOfView = Mathf.Lerp(camera.fieldOfView, zoom, Time.deltaTime * smooth);
}
else
{
    camera.fieldOfView = Mathf.Lerp(camera.fieldOfView, normal, Time.deltaTime * smooth);
}

Or, a more concise version: 或者,一个更简洁的版本:

camera.fieldOfView = Mathf.Lerp(camera.fieldOfView, zoomedIn ? zoom : normal, Time.deltaTime * smooth);

I also suggest using a Coroutine to do this instead of doing this in Update . 我还建议使用协程来执行此操作,而不要在Update中执行此操作。

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