我被要求研究用Unity创建一个简单的迭代应用程序。此应用程序有两个关于相机的主要功能。
我是新手,但我已经成功创建了两个单独实现这些目标的脚本。现在我正努力让他们在一起。
我将从用户交互的相关代码开始。
首先,我使用TouchKit在Start
的每一帧上设置增量值。
// set the delta on each frame for horizontal and vertical rotation
var oneTouch = new TKPanRecognizer();
oneTouch.gestureRecognizedEvent += (r) =>
{
HorizontalDelta += r.deltaTranslation.x * rotateSpeed * Time.deltaTime;
VerticalDelta -= r.deltaTranslation.y * rotateSpeed * Time.deltaTime;
};
// do the same for pinch
var pinch = new TKPinchRecognizer();
pinch.gestureRecognizedEvent += (r) =>
{
rotateDistance -= r.deltaScale * 200.0f * Time.deltaTime;
};
TouchKit.addGestureRecognizer(oneTouch);
TouchKit.addGestureRecognizer(pinch);
并Update
:
VerticalDelta = Mathf.Clamp(VerticalDelta, verticalPivotMin, verticalPivotMax);
var direction = GetDirection(HorizontalDelta, VerticalDelta);
var currentTarget = targetsSwitched ? target2 : target;
transform.position = currentTarget.position - direction * rotateDistance;
transform.LookAt(currentTarget.position);
// ...
private Vector3 GetDirection(float x, float y)
{
Quaternion q = Quaternion.Euler(y, x, 0);
return q * Vector3.forward;
}
这很好用,完全符合我的要求。当我尝试将此代码与我的相机移动脚本集成时,问题就来了。这显示了我想要添加Update
代码
void Update ()
{
if (currentlyMoving)
{
FocusTarget(currentTarget);
}
else
{
// accept user input if not moving
if (Input.GetKeyDown(KeyCode.Space))
{
SetMoveToTarget(mainTargetObject);
}
if (Input.GetKeyDown(KeyCode.Q))
{
SetMoveToTarget(subTargetObject1);
}
if (Input.GetKeyDown(KeyCode.E))
{
SetMoveToTarget(subTargetObject2);
}
}
}
这些是实际移动相机的功能:
void SetMoveToTarget(GameObject target)
{
if (currentlyMoving == false)
{
currentlyMoving = true;
fromRotation = currentTarget.transform.rotation;
currentTarget = target;
toRotation = currentTarget.transform.rotation;
timeStartedLerping = Time.time;
}
}
void FocusTarget(GameObject target)
{
float timeSinceStarted = Time.time - timeStartedLerping;
float percentageComplete = timeSinceStarted / (lerpSpeed);
transform.position = Vector3.MoveTowards(transform.position, target.transform.position, moveSpeed * Time.deltaTime);
transform.rotation = Quaternion.Lerp(fromRotation, toRotation, Mathf.Pow(percentageComplete, (float)1.2));
if (Vector3.Distance(transform.position, target.transform.position) < 0.1 && percentageComplete > 0.99)
{
transform.position = target.transform.position;
transform.rotation = target.transform.rotation;
currentlyMoving = false;
}
}
我认为我需要做的事情(我可能错了)将rotateDistance
设置为第二个脚本中的currentTarget
和第一个脚本中的currentTarget
之间的差异脚本。
提前谢谢你,这对我来说非常棘手。