![](/img/trans.png)
[英]Unity - Trying to move cube to mouse position - cube moves in wrong direction
[英]resetting the position of the mouse in script that moves the camera in Unity
首先,我对 Unity 很陌生,所以请耐心等待。 我有一个下拉菜单,当用户想要更改相机视图时,该菜单会更改为不同的相机。 我遇到的问题是,如果您完全更改视图,例如使用鼠标滚轮放大或缩小,则在更换相机时视图保持放大或缩小不变,而不是在切换相机时重置到起始位置。 我想这样做,当您更换相机时,鼠标的起始位置会重置。 我的脚本中有一个名为“reset()”的函数,它处理我从另一个脚本调用的鼠标移动,当您使用下拉菜单更改摄像机时,我希望它将起始变量重置回起始位置。 对此的任何指导将不胜感激。 重置功能在我的代码底部。 我正在尝试将起始位置存储在私有 Vector3 positionStore 中; 并尝试执行 transform.position = positionStore; 做实际的改造。
using UnityEngine;
using System.Collections;
[AddComponentMenu("Camera-Control/3dsMax Camera Style")]
public class maxCamera : MonoBehaviour
{
public Transform target;
public Vector3 targetOffset;
public float distance = 5.0f;
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 panSpeed = 0.3f;
public float zoomDampening = 5.0f;
private float xDeg = 0.0f;
private float yDeg = 0.0f;
private float currentDistance;
private float desiredDistance;
private Quaternion currentRotation;
private Quaternion desiredRotation;
private Quaternion rotation;
private Vector3 position;
private Quaternion currentRotationStore;
private Quaternion desiredRotationStore;
private Quaternion rotationStore;
private Vector3 positionStore;
Vector3 originalPos;
void Start() { Init(); }
void OnEnable() { Init(); }
public void Init()
{
originalPos = new Vector3(gameObject.transform.position.x, gameObject.transform.position.y, gameObject.transform.position.z);
//If there is no target, create a temporary target at 'distance' from the cameras current viewpoint
if (!target)
{
GameObject go = new GameObject("Cam Target");
go.transform.position = transform.position + (transform.forward * distance);
target = go.transform;
}
distance = Vector3.Distance(transform.position, target.position);
currentDistance = distance;
desiredDistance = distance;
//be sure to grab the current rotations as starting points.
position = transform.position;
rotation = transform.rotation;
currentRotation = transform.rotation;
desiredRotation = transform.rotation;
//trying to store these values to be used later in reset
positionStore = transform.position;
currentRotationStore = transform.rotation;
xDeg = Vector3.Angle(Vector3.right, transform.right);
yDeg = Vector3.Angle(Vector3.up, transform.up);
}
/*
* Camera logic on LateUpdate to only update after all character movement logic has been handled.
*/
void LateUpdate()
{
// If Control and Alt and Middle button? ZOOM!
if (Input.GetMouseButton(2) && Input.GetKey(KeyCode.LeftAlt) && Input.GetKey(KeyCode.LeftControl))
{
desiredDistance -= Input.GetAxis("Mouse Y") * Time.deltaTime * zoomRate * 0.125f * Mathf.Abs(desiredDistance);
}
// If middle mouse and left alt are selected? ORBIT
else if (Input.GetMouseButton(2) && Input.GetKey(KeyCode.LeftAlt))
{
xDeg += Input.GetAxis("Mouse X") * xSpeed * 0.02f;
yDeg -= Input.GetAxis("Mouse Y") * ySpeed * 0.02f;
////////OrbitAngle
//Clamp the vertical axis for the orbit
yDeg = ClampAngle(yDeg, yMinLimit, yMaxLimit);
// set camera rotation
desiredRotation = Quaternion.Euler(yDeg, xDeg, 0);
currentRotation = transform.rotation;
rotation = Quaternion.Lerp(currentRotation, desiredRotation, Time.deltaTime * zoomDampening);
transform.rotation = rotation;
}
// otherwise if middle mouse is selected, we pan by way of transforming the target in screenspace
else if (Input.GetMouseButton(2))
{
//grab the rotation of the camera so we can move in a psuedo local XY space
target.rotation = transform.rotation;
target.Translate(Vector3.right * -Input.GetAxis("Mouse X") * panSpeed);
target.Translate(transform.up * -Input.GetAxis("Mouse Y") * panSpeed, Space.World);
}
////////Orbit Position
// affect the desired Zoom distance if we roll the scrollwheel
desiredDistance -= Input.GetAxis("Mouse ScrollWheel") * Time.deltaTime * zoomRate * Mathf.Abs(desiredDistance);
//clamp the zoom min/max
desiredDistance = Mathf.Clamp(desiredDistance, minDistance, maxDistance);
// For smoothing of the zoom, lerp distance
currentDistance = Mathf.Lerp(currentDistance, desiredDistance, Time.deltaTime * zoomDampening);
// calculate position based on the new currentDistance
position = target.position - (rotation * Vector3.forward * currentDistance + targetOffset);
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);
}
public void reset(){
transform.position = positionStore;
}
}
这里的问题是您的 LateUpdate() 在您的 Reset() 之后触发,并且所需的距离参数保持不变。 发生的事情是您重置了游戏对象的位置,但在 LateUpdate() 中,位置被设置回缩放距离。 您需要在您的 Reset() 方法中重置您所需的距离。 它会解决你的问题。
声明:本站的技术帖子网页,遵循CC BY-SA 4.0协议,如果您需要转载,请注明本站网址或者原文地址。任何问题请咨询:yoyou2525@163.com.