Unity實現(xiàn)場景漫游相機
更新時間:2020年10月26日 13:13:16 作者:SlowFeather
這篇文章主要為大家詳細介紹了Unity實現(xiàn)場景漫游相機,文中示例代碼介紹的非常詳細,具有一定的參考價值,感興趣的小伙伴們可以參考一下
本文實例為大家分享了Unity實現(xiàn)場景漫游相機的具體代碼,供大家參考,具體內容如下
前言
拿到場景后總喜歡在場景里面玩一段時間,那這個腳本就是你的不二選擇
代碼里加了注釋,改起來也很方便。
使用方法
把腳本拖拽到場景相機上,開箱即用。
- WASD前后左右移動
- QE為上下
- Shift加速
- 鼠標右鍵按住旋轉視角
- ESC退出游戲
源碼
#if ENABLE_INPUT_SYSTEM && ENABLE_INPUT_SYSTEM_PACKAGE #define USE_INPUT_SYSTEM using UnityEngine.InputSystem; using UnityEngine.InputSystem.Controls; #endif using UnityEngine; public class SimpleCameraController : MonoBehaviour { #region 相機狀態(tài) /// <summary> /// 相機狀態(tài) /// </summary> class CameraState { public float yaw; public float pitch; public float roll; public float x; public float y; public float z; public void SetFromTransform(Transform t) { pitch = t.eulerAngles.x; yaw = t.eulerAngles.y; roll = t.eulerAngles.z; x = t.position.x; y = t.position.y; z = t.position.z; } public void Translate(Vector3 translation) { Vector3 rotatedTranslation = Quaternion.Euler(pitch, yaw, roll) * translation; x += rotatedTranslation.x; y += rotatedTranslation.y; z += rotatedTranslation.z; } public void LerpTowards(CameraState target, float positionLerpPct, float rotationLerpPct) { yaw = Mathf.Lerp(yaw, target.yaw, rotationLerpPct); pitch = Mathf.Lerp(pitch, target.pitch, rotationLerpPct); roll = Mathf.Lerp(roll, target.roll, rotationLerpPct); x = Mathf.Lerp(x, target.x, positionLerpPct); y = Mathf.Lerp(y, target.y, positionLerpPct); z = Mathf.Lerp(z, target.z, positionLerpPct); } public void UpdateTransform(Transform t) { t.eulerAngles = new Vector3(pitch, yaw, roll); t.position = new Vector3(x, y, z); } } #endregion CameraState m_TargetCameraState = new CameraState(); CameraState m_InterpolatingCameraState = new CameraState(); [Header("Movement Settings 移動設置")] [Tooltip("Exponential boost factor on translation, controllable by mouse wheel. 平移的指數(shù)增強因子,可通過鼠標滾輪控制。")] public float boost = 3.5f; [Tooltip("Time it takes to interpolate camera position 99% of the way to the target. 將相機位置插值到目標位置99%所需的時間。"), Range(0.001f, 1f)] public float positionLerpTime = 0.2f; [Header("Rotation Settings 旋轉設定")] [Tooltip("X = Change in mouse position. 改變鼠標位置。\nY = Multiplicative factor for camera rotation. 相機旋轉的乘性因子。")] public AnimationCurve mouseSensitivityCurve = new AnimationCurve(new Keyframe(0f, 0.5f, 0f, 5f), new Keyframe(1f, 2.5f, 0f, 0f)); [Tooltip("Time it takes to interpolate camera rotation 99% of the way to the target. 插值相機旋轉99%到目標所需的時間。"), Range(0.001f, 1f)] public float rotationLerpTime = 0.01f; [Tooltip("Whether or not to invert our Y axis for mouse input to rotation. 是否將鼠標輸入的Y軸反轉為旋轉。")] public bool invertY = false; void OnEnable() { m_TargetCameraState.SetFromTransform(transform); m_InterpolatingCameraState.SetFromTransform(transform); } Vector3 GetInputTranslationDirection() { Vector3 direction = new Vector3(); if (Input.GetKey(KeyCode.W)) { direction += Vector3.forward; } if (Input.GetKey(KeyCode.S)) { direction += Vector3.back; } if (Input.GetKey(KeyCode.A)) { direction += Vector3.left; } if (Input.GetKey(KeyCode.D)) { direction += Vector3.right; } if (Input.GetKey(KeyCode.Q)) { direction += Vector3.down; } if (Input.GetKey(KeyCode.E)) { direction += Vector3.up; } return direction; } void Update() { Vector3 translation = Vector3.zero; #if ENABLE_LEGACY_INPUT_MANAGER // Exit Sample 按下Esc鍵退出游戲 if (Input.GetKey(KeyCode.Escape)) { Application.Quit(); #if UNITY_EDITOR UnityEditor.EditorApplication.isPlaying = false; #endif } // Hide and lock cursor when right mouse button pressed 按下鼠標右鍵時隱藏并鎖定光標 if (Input.GetMouseButtonDown(1)) { Cursor.lockState = CursorLockMode.Locked; } // Unlock and show cursor when right mouse button released 松開鼠標右鍵時解鎖并顯示光標 if (Input.GetMouseButtonUp(1)) { Cursor.visible = true; Cursor.lockState = CursorLockMode.None; } // Rotation 旋轉 if (Input.GetMouseButton(1)) { var mouseMovement = new Vector2(Input.GetAxis("Mouse X"), Input.GetAxis("Mouse Y") * (invertY ? 1 : -1)); var mouseSensitivityFactor = mouseSensitivityCurve.Evaluate(mouseMovement.magnitude); m_TargetCameraState.yaw += mouseMovement.x * mouseSensitivityFactor; m_TargetCameraState.pitch += mouseMovement.y * mouseSensitivityFactor; } // Translation 移動 translation = GetInputTranslationDirection() * Time.deltaTime; // Speed up movement when shift key held 按住shift鍵時加速移動 if (Input.GetKey(KeyCode.LeftShift)) { //原速度*10為按下Shift后的速度 translation *= 10.0f; } // Modify movement by a boost factor (defined in Inspector and modified in play mode through the mouse scroll wheel) 通過增強因子修改移動(在檢查器中定義,通過鼠標滾輪在播放模式下修改) boost += Input.mouseScrollDelta.y * 0.2f; translation *= Mathf.Pow(2.0f, boost); #elif USE_INPUT_SYSTEM // TODO: make the new input system work 使新的輸入系統(tǒng)正常工作 #endif m_TargetCameraState.Translate(translation); // Framerate-independent interpolation 幀率無關插值 // Calculate the lerp amount, such that we get 99% of the way to our target in the specified time 計算lerp的數(shù)量,這樣我們就可以在指定的時間內到達目標的99% var positionLerpPct = 1f - Mathf.Exp((Mathf.Log(1f - 0.99f) / positionLerpTime) * Time.deltaTime); var rotationLerpPct = 1f - Mathf.Exp((Mathf.Log(1f - 0.99f) / rotationLerpTime) * Time.deltaTime); m_InterpolatingCameraState.LerpTowards(m_TargetCameraState, positionLerpPct, rotationLerpPct); m_InterpolatingCameraState.UpdateTransform(transform); } }
以上就是本文的全部內容,希望對大家的學習有所幫助,也希望大家多多支持腳本之家。