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[英]How do I make the camera move position as the players object becomes bigger in a unity 3d game?
[英]C# with Unity 3D: How do I make a camera move around an object when user moves mouse
我正在嘗試在 Unity 4 中進行 3d 查看模擬,用戶可以在其中選擇一個對象並移動鼠標以圍繞它旋轉(360 度)我已經拍攝了很多照片來嘗試讓它工作,但我每次都失敗了,任何將不勝感激,如果它是用 C# 編寫的,那就太好了! (但它不必)提前致謝!
這是一種不同而有趣的方式:)(我使用它)
(這里,立方體是目標)
1)創建球體 - 名稱:“相機軌道” - 添加材質:透明(Alpha = 0) - 根據需要縮放 - 旋轉:(0,0,0.1f)
2) 將相機作為“子項”添加到相機軌道表面。 位置 = (0, "y = 相機軌道比例",0) 旋轉 = (90,0,0)
3) 創建空游戲對象 - 名稱:輸入控件。
輸入控件.cs:
public class InputControl : MonoBehaviour
{
public GameObject cameraOrbit;
public float rotateSpeed = 8f;
void Update()
{
if (Input.GetMouseButton(0))
{
float h = rotateSpeed * Input.GetAxis("Mouse X");
float v = rotateSpeed * Input.GetAxis("Mouse Y");
if (cameraOrbit.transform.eulerAngles.z + v <= 0.1f || cameraOrbit.transform.eulerAngles.z + v >= 179.9f)
v = 0;
cameraOrbit.transform.eulerAngles = new Vector3(cameraOrbit.transform.eulerAngles.x, cameraOrbit.transform.eulerAngles.y + h, cameraOrbit.transform.eulerAngles.z + v);
}
float scrollFactor = Input.GetAxis("Mouse ScrollWheel");
if (scrollFactor != 0)
{
cameraOrbit.transform.localScale = cameraOrbit.transform.localScale * (1f - scrollFactor);
}
}
}
相機控制器.cs:
public class CameraController : MonoBehaviour
{
public Transform cameraOrbit;
public Transform target;
void Start()
{
cameraOrbit.position = target.position;
}
void Update()
{
transform.rotation = Quaternion.Euler(transform.rotation.x, transform.rotation.y, 0);
transform.LookAt(target.position);
}
}
4) 將 CameraController.cs 添加到相機。
5) 將 InputControl.cs 添加到 Input Control。
6) 在腳本中設置公共變量。 (“相機軌道”和“目標”)
就這樣。 鼠標單擊並拖動:旋轉 - 鼠標輪:放大縮小。
附: 如果需要,您可以將目標更改為運行時。
MouseOrbit 腳本執行此操作:
http://wiki.unity3d.com/index.php?title=MouseOrbitImproved#Code_C.23
只需將此腳本附加到您的相機對象中,然后在檢查器中鏈接目標對象即可。
太棒了。 我所做的唯一更改是向 Camera Orbit 添加腳本:
public class FollowPlayer : MonoBehaviour {
public GameObject player;
private Vector3 playerPos;
// Update is called once per frame
void Update () {
if (this.transform.localScale.x <= 1)
{
this.transform.localScale = new Vector3(1, 1, 1);
}
if (this.transform.localScale.x >= 15)
{
this.transform.localScale = new Vector3(15, 15, 15);
}
playerPos = player.transform.position;
this.transform.position = playerPos;
}
}
然后將您的“播放器”對象附加到輸入控件,輸入控件將轉到播放器的任何位置,允許您跟蹤播放器,以及旋轉和鼠標滾輪縮放。 想要。
localScale if 語句意味着您只能放大和縮小到目前為止。
這個腳本現在唯一的問題是,如果你縮小到 15,然后繼續嘗試縮小,相機會反彈。 我相信這很容易解決,不過,我還沒有花時間。
-- 將其用於鼠標按下並拖動 -- 我在這里修改了代碼: http : //wiki.unity3d.com/index.php?title=MouseOrbitImproved#Code_C.23
public Transform target;
public float distance = 5.0f;
public float xSpeed = 120.0f;
public float ySpeed = 120.0f;
public float yMinLimit = -20f;
public float yMaxLimit = 80f;
public float distanceMin = .5f;
public float distanceMax = 15f;
private Rigidbody rigidbody;
float x = 0.0f;
float y = 0.0f;
float mouseX = 0f;
float mouseY = 0f;
// Use this for initialization
void Start()
{
Vector3 angles = transform.eulerAngles;
x = angles.y;
y = angles.x;
rigidbody = GetComponent<Rigidbody>();
// Make the rigid body not change rotation
if (rigidbody != null)
{
rigidbody.freezeRotation = true;
}
}
void LateUpdate()
{
if (target)
{
GetMouseButtonDown_XY();
x += mouseX * xSpeed * distance * 0.02f;
y -= mouseY * ySpeed * 0.02f;
y = ClampAngle(y, yMinLimit, yMaxLimit);
Quaternion rotation = Quaternion.Euler(y, x, 0);
distance = Mathf.Clamp(distance - Input.GetAxis("Mouse ScrollWheel") * 5, distanceMin, distanceMax);
RaycastHit hit;
if (Physics.Linecast(target.position, transform.position, out hit))
{
distance -= hit.distance;
}
Vector3 negDistance = new Vector3(0.0f, 0.0f, -distance);
Vector3 position = rotation * negDistance + target.position;
transform.rotation = rotation;
transform.position = position;
}
}
public static float ClampAngle(float angle, float min, float max)
{
if (angle < -360F)
angle += 360F;
if (angle > 360F)
angle -= 360F;
return Mathf.Clamp(angle, min, max);
}
Vector3 mousePosPrev;
void GetMouseButtonDown_XY()
{
if (Input.GetMouseButtonDown(0))
{
mousePosPrev = Camera.main.ScreenToViewportPoint(Input.mousePosition);
}
if (Input.GetMouseButton(0))
{
Vector3 newMousePos = Camera.main.ScreenToViewportPoint(Input.mousePosition);
if (newMousePos.x < mousePosPrev.x)
{
mouseX = -1;
} else if (newMousePos.x > mousePosPrev.x)
{
mouseX = 1;
} else
{
mouseX = -0;
}
if (newMousePos.y < mousePosPrev.y)
{
mouseY = -1;
}
else if (newMousePos.y > mousePosPrev.y)
{
mouseY = 1;
}
else
{
mouseY = -0;
}
mousePosPrev = Camera.main.ScreenToViewportPoint(Input.mousePosition);
}
}
您根本不需要 CameraController,只需將相機的 z 旋轉設置為 -90。
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