Unity组件开发--相机跟随角色和旋转

1.相机跟随组件,节点:

2.相机跟随组件脚本:

cs 复制代码
using System;
using System.Collections;
using System.Collections.Generic;
using Unity.Burst.Intrinsics;
using UnityEngine;
using UnityEngine.UI;

public class CameraFollow : Singleton<CameraFollow> {
    public Transform firstAngleTarget; //第一人称跟随的目标
    public Transform threeAngleTarget; //第三人称跟随的目标
    public float radius;
    public float polarDeg;
    public float elevationDeg;
    private Transform target;
    public bool isLookAt;

    public float lerpSpeed = 0;

    //是否第一人称视角
    private bool isFirstAngle = false;

    LayerMask mask;
    /// <summary>
    /// 极坐标转换成笛卡尔坐标
    /// </summary>
    /// <param name="radius"></param>
    /// <param name="angle"></param>
    /// <returns></returns>
    /// 

    private bool isDriven;

    private void Awake() {
        EventManager.Instance.AddListener(EventName.PlayerDriving, (s, e) => {  //开车事件触发
            var arg = e as PlayerDrivingEventArgs;
            if (arg.driveObj && arg.driveObj.GetComponent<VehicleBase>() && arg.driveObj.GetComponent<VehicleBase>().driveCam) {
                gameObject.SetActive(false);
            }
            else {
                isDriven = true;
            }
        });

        EventManager.Instance.AddListener(EventName.PlayerDown, (s, e) => {  //开车事件触发
            var arg = e as PlayerDrivingEventArgs;                                              //isDriven = false;
            if (arg.driveObj && arg.driveObj.GetComponent<VehicleBase>() && arg.driveObj.GetComponent<VehicleBase>().driveCam) {
                gameObject.SetActive(true);
            }
            else {
                isDriven = false;
            }
        });
    }

    private void Start()
    {

        mask.value = (1 << LayerMask.NameToLayer("Ground")) | (1 << LayerMask.NameToLayer("Wall"));
        this.target = this.threeAngleTarget;
        EventManager.Instance.AddListener(EventName.ChangeAngle, changeAngle);

        var offset = SphericalToCartesian(radius, DegreeToRadian(polarDeg), DegreeToRadian(elevationDeg));
        //transform.position = Vector3.Lerp(transform.position, target.position + offset, Time.deltaTime * 10);
        transform.position = target.position + offset;
    }

    private void changeAngle(object sender, EventArgs e) {
        var data = e as AngleChangeEventArgs;
        if (data != null) {
            if (data.angleIndex == 1) {
                this.target = this.firstAngleTarget;
                this.radius = 0;
                isFirstAngle = true;
                transform.position = target.position;
                transform.forward = target.forward;
            } else if (data.angleIndex == 3) {
                this.target = this.threeAngleTarget;
                this.radius = 6;
                isFirstAngle = false;
            }
        }
        Debug.Log("摄像机视角改变" + e);
    }
    public Vector2 PolarToCartesian(float radius, float angle) {
        float x = radius * Mathf.Cos(angle);
        float y = radius * Mathf.Sin(angle);
        return new Vector2(x, y);
    }

    public static float DegreeToRadian(float degree) {
        return degree * Mathf.Deg2Rad;
    }

    public static Vector3 SphericalToCartesian(float radius, float polar, float elevation) {
        float a = radius * Mathf.Cos(elevation);
        float x = a * Mathf.Cos(polar);
        float y = radius * Mathf.Sin(elevation);
        float z = a * Mathf.Sin(polar);
        return new Vector3(x, y, z);
    }

    public static void CartesianToSpherical(Vector3 cartesian, out float radius, out float polar, out float elevation) {
        radius = Mathf.Sqrt(Mathf.Pow(cartesian.x, 2) + Mathf.Pow(cartesian.y, 2) + Mathf.Pow(cartesian.z, 2));
        polar = Mathf.Atan2(cartesian.z, cartesian.x);
        elevation = Mathf.Asin(cartesian.y / radius);
    }



    void LateUpdate() {

        if (isDriven) {
            var offset = SphericalToCartesian(6f, DegreeToRadian(270), DegreeToRadian(-15));
            transform.position = Vector3.Lerp(transform.position, target.TransformPoint(target.localPosition + offset), Time.deltaTime * 3);
            //transform.position = target.TransformPoint(target.localPosition + offset);
            transform.LookAt(target);
            return;
        }

        if (isFirstAngle) {
            //var offset = SphericalToCartesian(radius, DegreeToRadian(polarDeg), DegreeToRadian(elevationDeg));
            target.eulerAngles = new Vector3(elevationDeg, -polarDeg, 0);
            transform.forward = target.forward;
            transform.position = target.position;
            if (PlayerController.Instance.animator) {
                var euler = PlayerController.Instance.animator.transform.eulerAngles;
                PlayerController.Instance.animator.transform.eulerAngles = new Vector3(euler.x, target.eulerAngles.y, euler.z);
            }

        }
       else {
            Ctrl_Cam_Move();
            CtrThird();
        }

       
       

        
    }

    void CtrThird() {

        var offset = SphericalToCartesian(radius, DegreeToRadian(polarDeg), DegreeToRadian(elevationDeg));
        //更新相机位置
        //transform.position = target.position + offset;
        transform.position = target.position + offset;
        //TODO:做成CAMERA NEAR OBJ,进行隐藏
        if (PlayerController.Instance.animator != null) PlayerController.Instance.animator.gameObject.SetActive(true);
        //计算完位置之后处理让镜头不会穿墙
        Vector3 direction = transform.position - target.position;
        float distance = direction.magnitude;
        direction.Normalize();
        RaycastHit hit;
        if (Physics.Raycast(target.transform.position, direction, out hit, distance, mask.value)) {
            var dstPos = hit.point - distance * distance * direction * 0.01f;
            var offsetDis = target.position - dstPos;
            CartesianToSpherical(offsetDis, out var compareRadius, out _, out _);
            if (compareRadius < 1f)  {
                if (PlayerController.Instance.animator != null)  PlayerController.Instance.animator.gameObject.SetActive(false);
            }
            transform.position = dstPos;

        }
        transform.eulerAngles = target.eulerAngles;

        if (isLookAt) {
            

            transform.LookAt(target);
            
        }
    }

    public void Ctrl_Cam_Move()
    {
        if (EditorModel.Instance.CurrentUnlock != null) { //解锁其他物体的时候,镜头不动, 要前后移动的是物体
            return;
        }

        if (Input.GetAxis("Mouse ScrollWheel") > 0)
        {
            //transform.Translate(Vector3.forward * 1f);//速度可调  自行调整
            radius = Math.Clamp(radius - 1.0f, 2, 15);
        }
        if (Input.GetAxis("Mouse ScrollWheel") < 0)
        {
            //transform.Translate(Vector3.forward * -1f);//速度可调  自行调整
           
            radius = Math.Clamp(radius + 1.0f, 2, 15);
        }
    }
}

3.相机跟随角色视角旋转:

cs 复制代码
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;

public class CameraRotate : MonoBehaviour
{

    public float speedH;
    //public float speedVertical;
    public bool isMobile;
    //[Range(0f, 1f)]
    //public float damping;
    CameraFollow cameraFollow;
    private float currentHorizontal;
    private float currentVertical;
    private Vector3 lastMousePosition;
    private bool isDragging;

    float time;
    private float velocityY;
    private float velocityX;


    PointerEventData eventDataCurrentPosition;
    //private bool isDragging;
    public static CameraRotate instance;
    private void Awake() {
        instance = this;
        //UI交互要禁用玩家的控制
        
        cameraFollow = Camera.main.GetComponent<CameraFollow>();
        currentHorizontal = cameraFollow.polarDeg;
        time = Time.realtimeSinceStartup;
    }

    // Start is called before the first frame update
    void Start() {
        
    }

    public void SetPolarDeg(float degree) {
        currentHorizontal = degree;
        cameraFollow.polarDeg = degree;
    }

    private bool IsPointerOverUIObject() {//判断是否点击的是UI,有效应对安卓没有反应的情况,true为UI


        
        if (eventDataCurrentPosition == null) {
            eventDataCurrentPosition = new PointerEventData(EventSystem.current);
        }

        eventDataCurrentPosition.position = new Vector2(Input.mousePosition.x, Input.mousePosition.y);
        List<RaycastResult> results = new List<RaycastResult>();
        EventSystem.current.RaycastAll(eventDataCurrentPosition, results);
        

        

        return results.Count > 0;
    }

    // Update is called once per frame
    void LateUpdate() {

        //if (IsPointerOverUIObject()) {
        //    lastMousePosition = Input.mousePosition;
        //    return;//点击到UI不处理
        //}

        // 检查鼠标左键是否按下如果按下的那一下是在UI之上,则不让其旋转
        if (PlayerData.Instance.isRunningPC)
        {
            if (Input.GetMouseButtonDown(0) && IsPointerOverUIObject() == false)
            {
                // 记录鼠标点击位置
                lastMousePosition = Input.mousePosition;
                isDragging = true;
            }
            else if (Input.GetMouseButtonUp(0))
            {
                // 如果鼠标抬起,则需要重新按下鼠标来记录新的点击位置
                isDragging = false;
            }

        }
        else {
            if (Input.GetMouseButtonDown(0))
            {
                // 记录鼠标点击位置
                lastMousePosition = Input.mousePosition;
                isDragging = true;
            }
            else if (Input.GetMouseButtonUp(0))
            {
                // 如果鼠标抬起,则需要重新按下鼠标来记录新的点击位置
                isDragging = false;
            }

        }
        

      

        if (isDragging) {

            float speedHorizontal = speedH;
            float speedVertical = 0.1f;

            // 计算鼠标移动的增量
            Vector3 deltaMousePosition = Input.mousePosition - lastMousePosition;

            //Debug.Log("deltaMousePosition.x:" + deltaMousePosition.x + "deltaMousePosition.y:" + deltaMousePosition.y);
            // 计算水平旋转角度
            // 计算水平旋转角度
            float deltaHorizontal = speedHorizontal * deltaMousePosition.x;
            var newHorizontal = currentHorizontal - deltaHorizontal;
            //newHorizontal = Mathf.SmoothDamp(currentHorizontal, newHorizontal,ref velocityX, Time.unscaledDeltaTime);
            // 更新摄像机跟随脚本的旋转角度
            cameraFollow.polarDeg = newHorizontal;

            //Debug.Log("cameraFollow.polarDeg" + cameraFollow.polarDeg);

            currentHorizontal = newHorizontal;
            float deltaVertical = speedVertical * deltaMousePosition.y;
            var newVertical = currentVertical - deltaVertical;
            //newHorizontal = Mathf.SmoothDamp(currentVertical, newVertical, ref velocityY, Time.unscaledDeltaTime);
            // 更新摄像机跟随脚本的旋转角度
            cameraFollow.elevationDeg = Mathf.Clamp(newVertical, -90f, 89);
            currentVertical = newVertical;

            lastMousePosition = Input.mousePosition;
        }
        else {

        }
    }









}
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