這里假設在水中的船,船有慣性,在不添加前進動力的情況下會繼續移動,但是船身是可以360度自由旋轉,當船的運動速度在船的前方的時候,相機會根據向前的速度的大小,設置相機的偏移量,從而提高游戲的動態帶感。
但是由於慣性船的速度不一定在船的,因此可以獲得當前船的速度方向在船的前方的投影分量,當分量與船的前方同向,那么設置偏移量為:速度分量的長度與船的最大比值t,乘以相機設定的最大偏移量
代碼1
如下
using System.Collections; using System.Collections.Generic; using UnityEngine; public class CameraControl : MonoBehaviour { GameObject player; public float speed=10f;
最大偏移量,這里最好能保證角色在屏幕范圍內 public float radius;// Use this for initialization void Start () { player = GameObject.FindWithTag("Player"); } // Update is called once per frame void Update () { Follow(); }void Follow() { if (!player) { player = GameObject.FindWithTag("Player"); } else { Rigidbody2D rigid= player.GetComponent<Rigidbody2D>(); Ship ship = player.GetComponent<Ship>(); Vector3 playerVelocity = rigid.velocity; //求出角色的速度在角色的正方向的分量速度 Vector3 playerVelocityOnForward= Vector3.Project(playerVelocity,player.transform.up); //得到分量速度的方向與正方向是否同符號 float dot = Vector3.Dot(playerVelocityOnForward, player.transform.up); //如果同符號,那么得到它的模與最大速度值的比值,用該比值乘以radius,即可得到相機的偏移位置量;如果不同號,即速度方向相反,那么比例值設置為0 float offsetLength = (dot >= 0 ? playerVelocityOnForward.magnitude / ship.maxSpeed : 0) * radius;
transform.position = Vector3.Lerp (transform.position, player.transform.position + player.transform.up* offsetLength - Vector3.forward, Time.deltaTime * speed); } } }
在代碼1上可以看出,在飛船開動引擎和關閉引擎時,由於速度的劇烈變化,相機也會跟着劇烈變化,玩家眼睛無法跟上畫面的劇烈變化,最好的解決辦法是將radius的變化放緩,從而使得相機的動作流暢,便有了代碼2.
代碼2:
using System.Collections; using System.Collections.Generic; using UnityEngine; public class CameraControl : MonoBehaviour { GameObject player; public float speed=10f;//相機的最大速度 public float radius; float minRadius=1f; float currentRadius; // Use this for initialization void Start () { player = GameObject.FindWithTag("Player"); } // Update is called once per frame void Update () { Follow(); }void Follow() { if (!player) { player = GameObject.FindWithTag("Player"); } else { Rigidbody2D rigid= player.GetComponent<Rigidbody2D>(); Ship ship = player.GetComponent<Ship>(); Vector3 playerVelocity = rigid.velocity; //求出角色的速度在角色的正方向的分量速度 Vector3 playerVelocityOnForward= Vector3.Project(playerVelocity,player.transform.up); //得到分量速度的方向與正方向是否同符號 float dot = Vector3.Dot(playerVelocityOnForward, player.transform.up); //如果同符號,那么得到它的模與最大速度值的比值,用該比值乘以radius,即可得到相機的偏移位置量;如果不同號,即速度方向相反,那么比例值設置為0 float offsetLength = (dot >= 0 ? playerVelocityOnForward.magnitude / ship.maxSpeed : 0) * radius; //Debug.Log(offsetLength); //如果按下了加速鍵,那么讓相機在角色前方offsetLength處,否則,相機在角色前方最小偏移處 if (Input.GetKey(KeyCode.UpArrow)) { if (currentRadius <= radius) { //currentRadius = currentRadius + Time.deltaTime * 3f; //currentRadius = Mathf.Clamp(currentRadius, minRadius, radius); //currentRadius = offsetLength; currentRadius = Mathf.Lerp(currentRadius, offsetLength, Time.deltaTime * 3); }; } else { if (currentRadius > minRadius) { currentRadius = currentRadius - Time.deltaTime * 3f; } currentRadius = Mathf.Clamp(currentRadius, minRadius, radius); }
transform.position = Vector3.Lerp(transform.position, player.transform.position + player.transform.up * currentRadius - Vector3.forward, Time.deltaTime * speed);
} } }