[英]Animating a camera to turn around the player, then continue tracking player
因此,為了解釋我要實現的目標,我使用“ E”鍵將攝像機圍繞播放器旋轉90度,然后繼續跟蹤播放器。 我不知道如何平穩地進行操作-到目前為止,我已經嘗試了使攝像機停止跟蹤播放器的動畫,並在動畫完成后將動畫返回到原始位置。
這是我當前的代碼:
using UnityEngine;
using System.Collections;
public class TCam : MonoBehaviour {
public Transform target;
private Animator animator;
private Vector3 positionOffset ;
int i =0;
// Use this for initialization
void Start () {
//positionOffset = target.transform.position + transform.position;
positionOffset = new Vector3(-10, 10,0);
animator = GetComponent<Animator> ();
animator.enabled = true;
}
// Update is called once per frame
void Update () {
if (Input.GetKeyDown (KeyCode.E)) {
animator.SetTrigger ("switch");
transform.rotation = Quaternion.Euler (45, transform.rotation.eulerAngles.y + 90, 0);
target.transform.rotation = Quaternion.Euler (45, target.transform.rotation.eulerAngles.y + 90, 0);
if (i == 0) {
positionOffset = new Vector3 (0, 10, 10);
i++;
} else if (i == 1) {
positionOffset = new Vector3 (10, 10, 0);
i++;
} else if (i == 2) {
positionOffset = new Vector3 (0, 10, -10);
i++;
} else if (i == 3) {
positionOffset = new Vector3 (-10, 10, 0);
i = 0;
}
} else if (Input.GetKeyDown (KeyCode.Q)) {
transform.Rotate (-45, 0, 0);
transform.Rotate (0, -90, 0);
transform.Rotate (45, 0, 0);
target.transform.Rotate (-45, 0, 0);
target.transform.Rotate (0, -90, 0);
target.transform.Rotate (45, 0, 0);
}
transform.position = target.position + positionOffset;
}
}
代替使用四元數進行設置,請嘗試使用Transorm.RotateAround()
方法,如下所示:
transform.RotateAround(target.transform.position, Vector3.up, 40 * Time.deltaTime);
在超過原始旋轉角度90度時停止的條件。 同樣,向后移動以將其移回。
希望對您有所幫助!
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