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c# - Unity C# : Camera Control Using Automatic Positioning & Mouse Look

转载 作者:行者123 更新时间:2023-11-30 18:14:16 24 4
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我通常不在这里发帖,但现在我花了好几个小时才弄清楚这个问题,而且我已经在网上搜索过但找不到答案。我希望有人可以在这里帮助我。我是新手,这是我第一次尝试在 Unity C# 中结合两种跟随玩家移动的第三人称视角控制:

  1. 当玩家移动时,相机会捕捉到预定义的位置和旋转(无鼠标注视)
  2. 当按住鼠标按钮时会激活鼠标外观,因此无论玩家的位置是否发生变化,相机都会根据鼠标移动进行旋转

除了我似乎无法将 Mouse Look 重置为它的第一个预定义设置外,它几乎可以正常工作。在玩家释放鼠标按钮后,#1 的代码开始运行,因此相机似乎回到了默认 View 。但是做进一步的鼠标外观,我注意到相机总是返回到它被停用的最后位置和旋转。我需要它回到原来的预定义位置和旋转,甚至在玩家激活他的第一个鼠标外观之前,这样它就不会让玩家迷失方向。

我尝试了几个代码但无法让它工作,所以我删除了非工作行并只发布了我认为适用的行。请引用我下面的代码。如果有人能帮助我,我将不胜感激。提前致谢!

编辑:更新了代码以提供两种控制相机的方法,并添加了建议的代码以重置当前的 X 和 Y 值。注释/取消注释每个要测试的方法调用。但我仍然有无法平滑鼠标外观缩放的问题。

最终编辑:我再次更新了下面的代码,对其进行了清理,并包含了建议的更改。代码现在应该可以正常工作并且没有任何抖动。感谢您的协助! :-)

最后的最终编辑:通过鼠标滚轮添加了“视野缩放”,因此已完成代码。

using UnityEngine;
using System.Collections;

public class PlayerViewController : MonoBehaviour {

// General Vars
public Transform targetFollow;
private bool lookAround = false;

// For SmoothDampFollow
public Vector3 followDefaultDistance = new Vector3 (0f, 12.0f, -20f);
public float followDistanceDamp = 0.2f;
public Vector3 followVelocity = Vector3.one;

// For Camera Orbit
public float orbitDistance = 20.0f;
public float orbitDamp = 5.0f;
private const float angleMinY = 7.0f;
private const float angleMaxY = 50.0f;
private float currentX = 7.0f;
private float currentY = 50.0f;

// For Zooming Field Of View
public float FOVmin = 50.0f;
public float FOVmax = 100.0f;
public float mouseWheelSpeed = 5.0f;

void Update () {

if (Input.GetMouseButtonDown (1)) {

currentX = transform.eulerAngles.y;
currentY = transform.eulerAngles.x;

}

if (Input.GetMouseButton (1)) {

lookAround = true;

} else {

lookAround = false;

}

ZoomFOV ();

}

void FixedUpdate () {

if (lookAround) {

CameraOrbit ();

} else {

SmoothDampFollow ();

}

}

void ZoomFOV () {

if (Input.GetAxis ("Mouse ScrollWheel") > 0) {

GetComponent<Camera> ().fieldOfView = GetComponent<Camera> ().fieldOfView - mouseWheelSpeed;

if (GetComponent<Camera> ().fieldOfView <= FOVmin) { GetComponent<Camera> ().fieldOfView = FOVmin; }

} else if (Input.GetAxis ("Mouse ScrollWheel") < 0) {

GetComponent<Camera> ().fieldOfView = GetComponent<Camera> ().fieldOfView + mouseWheelSpeed;

if (GetComponent<Camera> ().fieldOfView >= FOVmax) { GetComponent<Camera> ().fieldOfView = FOVmax; }

}

}

void SmoothDampFollow () {

if (!targetFollow) {

return;

} else {

Vector3 wantedPosition = targetFollow.position + (targetFollow.rotation * followDefaultDistance);
transform.position = Vector3.SmoothDamp (transform.position, wantedPosition, ref followVelocity, followDistanceDamp);
transform.LookAt (targetFollow, targetFollow.up);

}

}

void CameraOrbit () {

if (!targetFollow) {

return;

} else {

currentX += Input.GetAxis ("Mouse X");
currentY += Input.GetAxis ("Mouse Y");
currentY = Mathf.Clamp (currentY, angleMinY, angleMaxY);
Vector3 dir = new Vector3 (0, 0, -orbitDistance);
Quaternion rotation = Quaternion.Euler (currentY, currentX, 0);
Vector3 wantedPosition = targetFollow.position + rotation * dir;
transform.position = Vector3.Lerp (transform.position, wantedPosition, Time.deltaTime * orbitDamp);
transform.LookAt (targetFollow.position);

}

}

}

最佳答案

更新:试试这个

void LateUpdate()
{

if (lookAround)
{

currentX += Input.GetAxisRaw("Mouse X");
currentY += Input.GetAxisRaw("Mouse Y");
currentY = Mathf.Clamp(currentY, angleMinY, angleMaxY);
Vector3 dir = new Vector3(0, 0, -distance);
Quaternion rotation = Quaternion.Euler(currentY, currentX, 0);

Vector3 wantedPosition = target.position + rotation * dir;
transform.position = Vector3.Lerp(transform.position, wantedPosition, Time.deltaTime * damping);

camTransform.LookAt(target.position);

}
...

void Update()
{
// Here
if (Input.GetMouseButtonDown(1))
{
currentX = transform.eulerAngles.y;
currentY = transform.eulerAngles.x;
}
if (Input.GetMouseButton(1))
{
...

我所做的是在 Update() 中按下鼠标时将 currentX 和 currentY 重置为其当前的欧拉角值。我在 LateUpdate() 中向想要的 lookAround 位置添加了位置 Lerp

编辑:

Though I still haven't fixed the smooth zooming of the mouse look when right mouse button is initially held down

试试这个改变

void CameraOrbit()
{
currentX += Input.GetAxisRaw("Mouse X");
currentY += Input.GetAxisRaw("Mouse Y");
currentY = Mathf.Clamp(currentY, angleMinY, angleMaxY);
Vector3 dir = new Vector3(0, 0, -distance);
Quaternion rotation = Quaternion.Euler(currentY, currentX, 0);

// -->
Vector3 wantedPosition = target.position + rotation * dir;
transform.position = Vector3.Lerp(transform.position, wantedPosition, Time.deltaTime * damping);
// <--

camTransform.LookAt(target.position);
}

关于c# - Unity C# : Camera Control Using Automatic Positioning & Mouse Look,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/50647337/

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