在 Unity3d 中转弯时在无尽的跑步者中平滑地旋转相机
Smoothly rotate camera in endless runner on turns in Unity3d
我正在创建类似无尽的游戏 运行 运行我可以成功地一起在播放器中旋转相机,但我希望相机像其他游戏一样顺畅地移动。
请注意更新方法中调用了移动函数
ThirdpersonCharecter(这个也附在玩家身上)
public void Move(bool left,bool right, bool crouch, bool jump)
{
if (right) {
switch (forwardDirection) {
case 1:
m_Rigidbody.velocity = new Vector3 (12f, 0, 0f);
break;
case 2:
m_Rigidbody.velocity = new Vector3 (0f, 0, -12f);
break;
case 3:
m_Rigidbody.velocity = new Vector3 (0f, 0, 12f);
break;
case 4:
m_Rigidbody.velocity = new Vector3 (-12f, 0, 0f);
break;
}
} else if (left) {
switch (forwardDirection) {
case 1:
m_Rigidbody.velocity = new Vector3 (-12f, 0, 0f);
break;
case 2:
m_Rigidbody.velocity = new Vector3 (0f, 0, 12f);
break;
case 3:
m_Rigidbody.velocity = new Vector3 (0f, 0, -12f);
break;
case 4:
m_Rigidbody.velocity = new Vector3 (12f, 0, 0f);
break;
}
} else {
switch (forwardDirection) {
case 1:
m_Rigidbody.velocity = new Vector3 (0f, 0f, 10f);
break;
case 2:
m_Rigidbody.velocity = new Vector3 (10f, 0f, 0f);
break;
case 3:
m_Rigidbody.velocity = new Vector3 (-10f, 0f, 0f);
break;
case 4:
m_Rigidbody.velocity = new Vector3 (0f, 0f, -10f);
break;
}
}
if (crouch && m_Animator.GetCurrentAnimatorStateInfo (0).IsName ("Run")) {
m_Crouching = true;
} else {
m_Crouching = false;
}
CheckGroundStatus();
if (!turn) {
UpdateAnimator (jump);
} else {
if(right)
{
turn = false;
Vector3 temp = transform.rotation.eulerAngles;
if(temp.y<269f){
temp.y=temp.y+90f; }
else {
temp.y=0;
}
transform.eulerAngles = temp;
switch (forwardDirection) {
case 1:
forwardDirection=2;
break;
case 2:
forwardDirection=4;
break;
case 3:
forwardDirection=1;
break;
case 4:
forwardDirection=3;
break;
}
}else if(left){
turn=false;
Vector3 temp=transform.rotation.eulerAngles;
if(temp.y>-269f){
temp.y=temp.y-90f; }
else {
temp.y=0;
}
transform.eulerAngles = temp;
switch (forwardDirection) {
case 1:
forwardDirection=3;
break;
case 2:
forwardDirection=1;
break;
case 3:
forwardDirection=4;
break;
case 4:
forwardDirection=2;
break;
}
}
}
right = false;
left = false;
}
void UpdateAnimator(bool jump)
{
if (jump) {
m_Animator.SetBool ("Jump", true);
} else {
m_Animator.SetBool ("Jump", false);
}
if (m_Crouching) {
m_Animator.SetBool ("Crouch", true);
count = 0;
}
else {
count +=1;
if(count>100)
m_Animator.SetBool ("Crouch", false);
}
}
public void OnAnimatorMove()
{
if (m_IsGrounded && Time.deltaTime > 0)
{
Vector3 v = (m_Animator.deltaPosition * m_MoveSpeedMultiplier) / Time.deltaTime;
// we preserve the existing y part of the current velocity.
v.y = m_Rigidbody.velocity.y;
m_Rigidbody.velocity = v;
}
}
public void setTurn(bool t){
turn = t;
}
这是 camara 脚本
void Start () {
Vector3 angles = transform.eulerAngles;
x = angles.x;
y = angles.y;
}
void LateUpdate () {
if(!target)
return;
y = target.eulerAngles.y;
// ROTATE CAMERA:
Quaternion rotation = Quaternion.Euler (x, y, 0);
transform.rotation = rotation;
// POSITION CAMERA:
transform.position = target.position - (rotation * Vector3.forward * distance + new Vector3(0,-targetHeight,0));
}
你试过用lerp移动相机吗?它应该对相机的当前位置和目标位置进行插值,从而实现更平滑的移动。
我在上面链接的文档页面上有一个示例代码,因此实施起来应该不会太困难。您所要做的就是:
transform.position = Vector3.Lerp(currentPositionGoesHere, targetPositionGoesHere, floatNumberHere);
浮动将决定两个位置之间过渡的平滑程度。
我正在创建类似无尽的游戏 运行 运行我可以成功地一起在播放器中旋转相机,但我希望相机像其他游戏一样顺畅地移动。 请注意更新方法中调用了移动函数
ThirdpersonCharecter(这个也附在玩家身上)
public void Move(bool left,bool right, bool crouch, bool jump)
{
if (right) {
switch (forwardDirection) {
case 1:
m_Rigidbody.velocity = new Vector3 (12f, 0, 0f);
break;
case 2:
m_Rigidbody.velocity = new Vector3 (0f, 0, -12f);
break;
case 3:
m_Rigidbody.velocity = new Vector3 (0f, 0, 12f);
break;
case 4:
m_Rigidbody.velocity = new Vector3 (-12f, 0, 0f);
break;
}
} else if (left) {
switch (forwardDirection) {
case 1:
m_Rigidbody.velocity = new Vector3 (-12f, 0, 0f);
break;
case 2:
m_Rigidbody.velocity = new Vector3 (0f, 0, 12f);
break;
case 3:
m_Rigidbody.velocity = new Vector3 (0f, 0, -12f);
break;
case 4:
m_Rigidbody.velocity = new Vector3 (12f, 0, 0f);
break;
}
} else {
switch (forwardDirection) {
case 1:
m_Rigidbody.velocity = new Vector3 (0f, 0f, 10f);
break;
case 2:
m_Rigidbody.velocity = new Vector3 (10f, 0f, 0f);
break;
case 3:
m_Rigidbody.velocity = new Vector3 (-10f, 0f, 0f);
break;
case 4:
m_Rigidbody.velocity = new Vector3 (0f, 0f, -10f);
break;
}
}
if (crouch && m_Animator.GetCurrentAnimatorStateInfo (0).IsName ("Run")) {
m_Crouching = true;
} else {
m_Crouching = false;
}
CheckGroundStatus();
if (!turn) {
UpdateAnimator (jump);
} else {
if(right)
{
turn = false;
Vector3 temp = transform.rotation.eulerAngles;
if(temp.y<269f){
temp.y=temp.y+90f; }
else {
temp.y=0;
}
transform.eulerAngles = temp;
switch (forwardDirection) {
case 1:
forwardDirection=2;
break;
case 2:
forwardDirection=4;
break;
case 3:
forwardDirection=1;
break;
case 4:
forwardDirection=3;
break;
}
}else if(left){
turn=false;
Vector3 temp=transform.rotation.eulerAngles;
if(temp.y>-269f){
temp.y=temp.y-90f; }
else {
temp.y=0;
}
transform.eulerAngles = temp;
switch (forwardDirection) {
case 1:
forwardDirection=3;
break;
case 2:
forwardDirection=1;
break;
case 3:
forwardDirection=4;
break;
case 4:
forwardDirection=2;
break;
}
}
}
right = false;
left = false;
}
void UpdateAnimator(bool jump)
{
if (jump) {
m_Animator.SetBool ("Jump", true);
} else {
m_Animator.SetBool ("Jump", false);
}
if (m_Crouching) {
m_Animator.SetBool ("Crouch", true);
count = 0;
}
else {
count +=1;
if(count>100)
m_Animator.SetBool ("Crouch", false);
}
}
public void OnAnimatorMove()
{
if (m_IsGrounded && Time.deltaTime > 0)
{
Vector3 v = (m_Animator.deltaPosition * m_MoveSpeedMultiplier) / Time.deltaTime;
// we preserve the existing y part of the current velocity.
v.y = m_Rigidbody.velocity.y;
m_Rigidbody.velocity = v;
}
}
public void setTurn(bool t){
turn = t;
}
这是 camara 脚本
void Start () {
Vector3 angles = transform.eulerAngles;
x = angles.x;
y = angles.y;
}
void LateUpdate () {
if(!target)
return;
y = target.eulerAngles.y;
// ROTATE CAMERA:
Quaternion rotation = Quaternion.Euler (x, y, 0);
transform.rotation = rotation;
// POSITION CAMERA:
transform.position = target.position - (rotation * Vector3.forward * distance + new Vector3(0,-targetHeight,0));
}
你试过用lerp移动相机吗?它应该对相机的当前位置和目标位置进行插值,从而实现更平滑的移动。
我在上面链接的文档页面上有一个示例代码,因此实施起来应该不会太困难。您所要做的就是:
transform.position = Vector3.Lerp(currentPositionGoesHere, targetPositionGoesHere, floatNumberHere);
浮动将决定两个位置之间过渡的平滑程度。