我通常不会在这里发帖,但现在我花了几个小时试图解决这个问题,我已经搜索了网络,但找不到答案。我希望有人能在这里帮助我。我是新手,这是我第一次尝试将两种类型的第三人称相机控制结合在Unity C#中的玩家运动之后:
它几乎可以工作,除了我似乎无法将鼠标外观重置为其首次预定义的设置。播放器释放鼠标按钮后,#1的代码启动,因此相机似乎返回其默认视图。但是做了进一步的鼠标外观,我注意到相机总是返回到最后一个位置并且旋转它已被停用。即使在玩家激活他的第一个鼠标外观之前,我还需要它回到原来的预定义位置和旋转,这样它对玩家来说不会太迷惑。
我尝试了几个代码,但无法让它工作,所以我删除了非工作线,只是发布了我认为适用的那些。请参阅下面的代码。如果有人可以帮助我,我将不胜感激。提前致谢!
编辑:更新代码以使用两种控制摄像头的方法,并添加建议的代码以重置当前的X和Y值。注释/取消注释每个方法调用以进行测试。但我仍然有一个问题,就是无法平滑鼠标外观的缩放。
最终编辑:我再次更新了下面的代码,清理了它,并包含了建议的更改。代码现在应该完全正常运行并且没有紧张情绪。谢谢你的帮助! :-)
最后的最终编辑:鼠标滚轮添加了“视野缩放”,因此完成了代码。
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);
}
}
}
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);
}
...
和
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()中将鼠标按下时将currentX和currentY重置为当前的eulerangle值。我在LateUpdate()中添加了一个位置Lerp到想要的lookAround位置
编辑:
虽然最初按住鼠标右键时仍然没有修复鼠标外观的平滑缩放
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);
}