无法锁定相机
Can't lock camera
我在使用暂停菜单时在 Unity 中锁定相机时遇到问题。我正在使用 UnityScript,这是我的菜单代码
#pragma strict
private var MenuShown:boolean=false;
function Start () {
Cursor.visible = false; //set the cursor to be invisible
}
function Update(){
if (Input.GetKeyDown(KeyCode.Escape) ){
MenuShown=!MenuShown;
}
}
function OnGUI() {
if (MenuShown) {
Time.timeScale=0;
GameObject.Find("MainCamera").GetComponent(MouseLook).enabled = false;
GameObject.Find("Player").GetComponent(MouseLook).enabled = false;
if (GUI.Button(Rect(Screen.width*0.5-50,200-20,100,40),"Exit") ){
ExitGame();
}
if (GUI.Button(Rect(Screen.width*0.4-100,200-20,100,40),"Restart") ){
Restart();
}
if (GUI.Button(Rect(Screen.width*0.5-80,260,100,40),"Resume") ){
Time.timeScale=1;
GameObject.Find("MainCamera").GetComponent(MouseLook).enabled = true;
GameObject.Find("Player").GetComponent(MouseLook).enabled = true;
}
}
}
function ExitGame (){
Application.Quit();
}
function Restart(){
Application.LoadLevel("HH_V1");
}
名称正确(Player
、MainCamera
),我检查过了。在MouseLook
下Player
Axes设置为Mouse X,MainCamera
设置为Mouse Y。我的Menu脚本在Player下
编辑1:
我没有更改 MouseLook.cs
中的任何代码,但无论如何我都会 post 它在这里:
using UnityEngine;
using System.Collections;
/// MouseLook rotates the transform based on the mouse delta.
/// Minimum and Maximum values can be used to constrain the possible rotation
/// To make an FPS style character:
/// - Create a capsule.
/// - Add the MouseLook script to the capsule.
/// -> Set the mouse look to use LookX. (You want to only turn character but not tilt it)
/// - Add FPSInputController script to the capsule
/// -> A CharacterMotor and a CharacterController component will be automatically added.
/// - Create a camera. Make the camera a child of the capsule. Reset it's transform.
/// - Add a MouseLook script to the camera.
/// -> Set the mouse look to use LookY. (You want the camera to tilt up and down like a head. The character already turns.)
[AddComponentMenu("Camera-Control/Mouse Look")]
public class MouseLook : MonoBehaviour {
public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 }
public RotationAxes axes = RotationAxes.MouseXAndY;
public float sensitivityX = 15F;
public float sensitivityY = 15F;
public float minimumX = -360F;
public float maximumX = 360F;
public float minimumY = -60F;
public float maximumY = 60F;
float rotationY = 0F;
void Update ()
{
if (axes == RotationAxes.MouseXAndY)
{
float rotationX = transform.localEulerAngles.y + Input.GetAxis("Mouse X") * sensitivityX;
rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);
transform.localEulerAngles = new Vector3(-rotationY, rotationX, 0);
}
else if (axes == RotationAxes.MouseX)
{
transform.Rotate(0, Input.GetAxis("Mouse X") * sensitivityX, 0);
}
else
{
rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);
transform.localEulerAngles = new Vector3(-rotationY, transform.localEulerAngles.y, 0);
}
}
void Start ()
{
// Make the rigid body not change rotation
if (GetComponent<Rigidbody>())
GetComponent<Rigidbody>().freezeRotation = true;
}
}
我想我知道问题出在哪里,因为我有另一个脚本可以禁用和启用相机,当我禁用这个脚本时,菜单可以正常工作。
我想你一定是在更新功能中移动你的相机。然后你应该把 MenuShown 变成一个静态变量,然后像这样调用它的更新函数。
function Update(){
if (!classname.MenuShown) ){
//you camera's transform update
}
}
您可以post您翻译相机的脚本,以获得更好的帮助。
我在使用暂停菜单时在 Unity 中锁定相机时遇到问题。我正在使用 UnityScript,这是我的菜单代码
#pragma strict
private var MenuShown:boolean=false;
function Start () {
Cursor.visible = false; //set the cursor to be invisible
}
function Update(){
if (Input.GetKeyDown(KeyCode.Escape) ){
MenuShown=!MenuShown;
}
}
function OnGUI() {
if (MenuShown) {
Time.timeScale=0;
GameObject.Find("MainCamera").GetComponent(MouseLook).enabled = false;
GameObject.Find("Player").GetComponent(MouseLook).enabled = false;
if (GUI.Button(Rect(Screen.width*0.5-50,200-20,100,40),"Exit") ){
ExitGame();
}
if (GUI.Button(Rect(Screen.width*0.4-100,200-20,100,40),"Restart") ){
Restart();
}
if (GUI.Button(Rect(Screen.width*0.5-80,260,100,40),"Resume") ){
Time.timeScale=1;
GameObject.Find("MainCamera").GetComponent(MouseLook).enabled = true;
GameObject.Find("Player").GetComponent(MouseLook).enabled = true;
}
}
}
function ExitGame (){
Application.Quit();
}
function Restart(){
Application.LoadLevel("HH_V1");
}
名称正确(Player
、MainCamera
),我检查过了。在MouseLook
下Player
Axes设置为Mouse X,MainCamera
设置为Mouse Y。我的Menu脚本在Player下
编辑1:
我没有更改 MouseLook.cs
中的任何代码,但无论如何我都会 post 它在这里:
using UnityEngine;
using System.Collections;
/// MouseLook rotates the transform based on the mouse delta.
/// Minimum and Maximum values can be used to constrain the possible rotation
/// To make an FPS style character:
/// - Create a capsule.
/// - Add the MouseLook script to the capsule.
/// -> Set the mouse look to use LookX. (You want to only turn character but not tilt it)
/// - Add FPSInputController script to the capsule
/// -> A CharacterMotor and a CharacterController component will be automatically added.
/// - Create a camera. Make the camera a child of the capsule. Reset it's transform.
/// - Add a MouseLook script to the camera.
/// -> Set the mouse look to use LookY. (You want the camera to tilt up and down like a head. The character already turns.)
[AddComponentMenu("Camera-Control/Mouse Look")]
public class MouseLook : MonoBehaviour {
public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 }
public RotationAxes axes = RotationAxes.MouseXAndY;
public float sensitivityX = 15F;
public float sensitivityY = 15F;
public float minimumX = -360F;
public float maximumX = 360F;
public float minimumY = -60F;
public float maximumY = 60F;
float rotationY = 0F;
void Update ()
{
if (axes == RotationAxes.MouseXAndY)
{
float rotationX = transform.localEulerAngles.y + Input.GetAxis("Mouse X") * sensitivityX;
rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);
transform.localEulerAngles = new Vector3(-rotationY, rotationX, 0);
}
else if (axes == RotationAxes.MouseX)
{
transform.Rotate(0, Input.GetAxis("Mouse X") * sensitivityX, 0);
}
else
{
rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);
transform.localEulerAngles = new Vector3(-rotationY, transform.localEulerAngles.y, 0);
}
}
void Start ()
{
// Make the rigid body not change rotation
if (GetComponent<Rigidbody>())
GetComponent<Rigidbody>().freezeRotation = true;
}
}
我想我知道问题出在哪里,因为我有另一个脚本可以禁用和启用相机,当我禁用这个脚本时,菜单可以正常工作。
我想你一定是在更新功能中移动你的相机。然后你应该把 MenuShown 变成一个静态变量,然后像这样调用它的更新函数。
function Update(){
if (!classname.MenuShown) ){
//you camera's transform update
}
}
您可以post您翻译相机的脚本,以获得更好的帮助。