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[unity3d]第三人称视角相关脚本

脚本 相关 Unity3D 视角
2023-09-27 14:29:23 时间
// the height we want the camera to be above the target var height = 3.0; //相机距离物体的高度 var angularSmoothLag = 0.3; var angularMaxSpeed = 15.0; var heightSmoothLag = 0.3; var snapSmoothLag = 0.2; var snapMaxSpeed = 720.0; var clampHeadPositionScreenSpace = 0.75; var lockCameraTimeout = 0.2; private var headOffset = Vector3.zero; private var centerOffset = Vector3.zero; private var heightVelocity = 0.0; private var angleVelocity = 0.0; private var snap = false; private var controller : ThirdPersonController; private var targetHeight = 100000.0; function Awake () if(!cameraTransform Camera.main) cameraTransform = Camera.main.transform; //获取主相机 if(!cameraTransform) { Debug.Log("Please assign a camera to the ThirdPersonCamera script."); enabled = false;
var characterController : CharacterController = _target.collider; centerOffset = characterController.bounds.center - _target.position; headOffset = centerOffset; headOffset.y = characterController.bounds.max.y - _target.position.y; else Debug.Log("Please assign a target to the camera that has a ThirdPersonController script attached.");
var targetCenter = _target.position + centerOffset; var targetHead = _target.position + headOffset; // DebugDrawStuff(); // Calculate the current target rotation angles var originalTargetAngle = _target.eulerAngles.y; var currentAngle = cameraTransform.eulerAngles.y; // Adjust real target angle when camera is locked var targetAngle = originalTargetAngle; // When pressing Fire2 (alt) the camera will snap to the target direction real quick. // It will stop snapping when it reaches the target if (Input.GetButton("Fire2")) snap = true; if (snap) // We are close to the target, so we can stop snapping now! if (AngleDistance (currentAngle, originalTargetAngle) 3.0) snap = false; currentAngle = Mathf.SmoothDampAngle(currentAngle, targetAngle, angleVelocity, snapSmoothLag, snapMaxSpeed); // Normal camera motion else if (controller.GetLockCameraTimer () lockCameraTimeout) targetAngle = currentAngle; // Lock the camera when moving backwards! // * It is really confusing to do 180 degree spins when turning around. if (AngleDistance (currentAngle, targetAngle) 160 controller.IsMovingBackwards ()) targetAngle += 180; currentAngle = Mathf.SmoothDampAngle(currentAngle, targetAngle, angleVelocity, angularSmoothLag, angularMaxSpeed);
// Wed be moving the camera upwards, do that only if its really high var newTargetHeight = targetCenter.y + height; if (newTargetHeight targetHeight || newTargetHeight - targetHeight 5) targetHeight = targetCenter.y + height; // When walking always update the target height else targetHeight = targetCenter.y + height; // Damp the height var currentHeight = cameraTransform.position.y; currentHeight = Mathf.SmoothDamp (currentHeight, targetHeight, heightVelocity, heightSmoothLag); // Convert the angle into a rotation, by which we then reposition the camera var currentRotation = Quaternion.Euler (0, currentAngle, 0); // Set the position of the camera on the x-z plane to: // distance meters behind the target cameraTransform.position = targetCenter; cameraTransform.position += currentRotation * Vector3.back * distance; // Set the height of the camera cameraTransform.position.y = currentHeight; // Always look at the target SetUpRotation(targetCenter, targetHead); function LateUpdate () { Apply (transform, Vector3.zero);
// Now its getting hairy. The devil is in the details here, the big issue is jumping of course. // * When jumping up and down we dont want to center the guy in screen space. // This is important to give a feel for how high you jump and avoiding large camera movements. // * At the same time we dont want him to ever go out of screen and we want all rotations to be totally smooth. // So here is what we will do: // 1. We first find the rotation around the y axis. Thus he is always centered on the y-axis // 2. When grounded we make him be centered // 3. When jumping we keep the camera rotation but rotate the camera to get him back into view if his head is above some threshold // 4. When landing we smoothly interpolate towards centering him on screen var cameraPos = cameraTransform.position; var offsetToCenter = centerPos - cameraPos; // Generate base rotation only around y-axis var yRotation = Quaternion.LookRotation(Vector3(offsetToCenter.x, 0, offsetToCenter.z)); var relativeOffset = Vector3.forward * distance + Vector3.down * height; cameraTransform.rotation = yRotation * Quaternion.LookRotation(relativeOffset); // Calculate the projected center position and top position in world space var centerRay = cameraTransform.camera.ViewportPointToRay(Vector3(.5, 0.5, 1)); var topRay = cameraTransform.camera.ViewportPointToRay(Vector3(.5, clampHeadPositionScreenSpace, 1)); var centerRayPos = centerRay.GetPoint(distance); var topRayPos = topRay.GetPoint(distance); var centerToTopAngle = Vector3.Angle(centerRay.direction, topRay.direction); var heightToAngle = centerToTopAngle / (centerRayPos.y - topRayPos.y); var extraLookAngle = heightToAngle * (centerRayPos.y - centerPos.y); if (extraLookAngle centerToTopAngle) extraLookAngle = 0; else extraLookAngle = extraLookAngle - centerToTopAngle; cameraTransform.rotation *= Quaternion.Euler(-extraLookAngle, 0, 0); function GetCenterOffset () return centerOffset;


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