固定相機跟隨
這種相機有一個參考對象,它會保持與該參考對象固定的位置,跟隨改參考對象發生移動
1 using UnityEngine; 2 using System.Collections; 3 4 public class CameraFlow : MonoBehaviour 5 { 6 public Transform target; 7 private Vector3 offset; 8 // Use this for initialization 9 void Start() 10 { 11 offset = target.position - this.transform.position; 12 13 } 14 15 // Update is called once per frame 16 void Update() 17 { 18 this.transform.position = target.position - offset; 19 } 20 }
固定相機跟隨,帶有角度旋轉
這一種相機跟隨是對第一種相機跟隨的改進,在原有基礎上面,添加了跟隨角度的控制
1 using UnityEngine; 2 using System.Collections; 3 4 public class CameriaTrack : MonoBehaviour { 5 private Vector3 offset = new Vector3(0,5,4);//相機相對於玩家的位置 6 private Transform target; 7 private Vector3 pos; 8 9 public float speed = 2; 10 11 // Use this for initialization 12 void Start () { 13 target = GameObject.FindGameObjectWithTag("Player").transform; 14 15 } 16 17 // Update is called once per frame 18 void Update () { 19 pos = target.position + offset; 20 this.transform.position = Vector3.Lerp(this.transform.position, pos, speed*Time.deltaTime);//調整相機與玩家之間的距離 21 Quaternion angel = Quaternion.LookRotation(target.position - this.transform.position);//獲取旋轉角度 22 this.transform.rotation = Quaternion.Slerp(this.transform.rotation, angel, speed * Time.deltaTime); 23 24 } 25 }
第三人稱相機
這種相機跟隨,是第三人稱角度看向對象的,也就是一直看向對象的后面,如一直顯示玩家的后背
1 using UnityEngine; 2 using System.Collections; 3 //相機一直拍攝主角的后背 4 public class CameraFlow : MonoBehaviour { 5 6 public Transform target; 7 8 9 public float distanceUp=15f; 10 public float distanceAway = 10f; 11 public float smooth = 2f;//位置平滑移動值 12 public float camDepthSmooth = 5f; 13 // Use this for initialization 14 void Start () { 15 16 } 17 18 // Update is called once per frame 19 void Update () { 20 // 鼠標軸控制相機的遠近 21 if ((Input.mouseScrollDelta.y < 0 && Camera.main.fieldOfView >= 3) || Input.mouseScrollDelta.y > 0 && Camera.main.fieldOfView <= 80) 22 { 23 Camera.main.fieldOfView += Input.mouseScrollDelta.y * camDepthSmooth * Time.deltaTime; 24 } 25 26 } 27 28 void LateUpdate() 29 { 30 //相機的位置 31 Vector3 disPos = target.position + Vector3.up * distanceUp - target.forward * distanceAway; 32 transform.position=Vector3.Lerp(transform.position,disPos,Time.deltaTime*smooth); 33 //相機的角度 34 transform.LookAt(target.position); 35 } 36 37 38 }
相機跟隨,鼠標控制移動和縮放
相機與觀察對象保持一定距離,可以通過鼠標進行上下左右旋轉,通過鼠標滾輪進行放大和縮小操作
1 using UnityEngine; 2 using System.Collections; 3 4 public class CameraFlow : MonoBehaviour 5 { 6 public Transform target; 7 Vector3 offset; 8 // Use this for initialization 9 void Start() 10 { 11 offset = transform.position - target.position; 12 } 13 14 // Update is called once per frame 15 void Update() 16 { 17 transform.position = target.position + offset; 18 Rotate(); 19 Scale(); 20 } 21 //縮放 22 private void Scale() 23 { 24 float dis = offset.magnitude; 25 dis += Input.GetAxis("Mouse ScrollWheel") * 5; 26 Debug.Log("dis=" + dis); 27 if (dis < 10 || dis > 40) 28 { 29 return; 30 } 31 offset = offset.normalized * dis; 32 } 33 //左右上下移動 34 private void Rotate() 35 { 36 if (Input.GetMouseButton(1)) 37 { 38 Vector3 pos = transform.position; 39 Vector3 rot = transform.eulerAngles; 40 41 //圍繞原點旋轉,也可以將Vector3.zero改為 target.position,就是圍繞觀察對象旋轉 42 transform.RotateAround(Vector3.zero, Vector3.up, Input.GetAxis("Mouse X") * 10); 43 transform.RotateAround(Vector3.zero, Vector3.left, Input.GetAxis("Mouse Y") * 10); 44 float x = transform.eulerAngles.x; 45 float y = transform.eulerAngles.y; 46 Debug.Log("x=" + x); 47 Debug.Log("y=" + y); 48 //控制移動范圍 49 if (x < 20 || x > 45 || y < 0 || y > 40) 50 { 51 transform.position = pos; 52 transform.eulerAngles = rot; 53 } 54 // 更新相對差值 55 offset = transform.position - target.position; 56 } 57 58 } 59 }
轉載:http://blog.csdn.net/u011484013/article/details/51554745