我想平稳移动摄像机,所以我正在编写此脚本
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CameraScroll : MonoBehaviour {
public GameObject targetCamera;
private bool isScrolling = false;
private Vector3 initialPosition;
private Vector3 scrollTarget;
private float scrollDuration;
private float scrollTick;
private float timeStartedScrolling;
#region Easing
float EasingInOutSine(float time, float start, float change, float duration) {
return -change/2 * (Mathf.Cos(Mathf.PI*time/duration) - 1) + start;
}
float EasingOutSine(float time, float start, float change, float duration) {
dynamic td = time/duration;
return change * Mathf.Sin(td * (Mathf.PI/2)) + start;
}
float EasingInOutBack(float time, float start, float change, float duration) {
float td2 = time/(duration/2.0f);
float s = 1.70158f;
if ((td2) < 1.0f) {
return change/2.0f*(td2*td2*(((s*(1.525f))+1.0f)*td2 - (s*(1.525f)))) + start;
} else {
return change/2.0f*((td2-2.0f)*(td2-2.0f)*(((s*(1.525f))+1.0f)*(td2-2.0f) + (s*(1.525f))) + 2) + start;
}
}
#endregion
void Start() {
if (targetCamera == null) {
targetCamera = GameObject.Find("Main Camera");
}
// Tests
//Scroll(new Vector3(4.0f, 0.0f, -10f), 2f); // seems to be working?
//Scroll(new Vector3(4.0f, 0.0f, -10f), 0.3f); // easing gets cut off
Scroll(new Vector3(4.0f, 0.0f, -10f), 1f); // easing gets cut off
}
void Update() {
if (isScrolling) {
scrollTick += Time.deltaTime;
float s = scrollTick / scrollDuration;
float timeSinceStarted = Time.time - timeStartedScrolling;
float percentageComplete = timeSinceStarted / scrollDuration;
if (percentageComplete > 1.0f) {
isScrolling = false;
Debug.Log("Scrolling ended");
} else {
// time, start, change, duration
var easing = EasingInOutSine(Time.time, 0, Mathf.Clamp01(Time.time*scrollDuration), scrollDuration);
targetCamera.transform.position = Vector3.Lerp(initialPosition, scrollTarget, easing);
}
}
}
void Scroll(Vector3 targetPosition, float duration) {
scrollDuration = duration;
scrollTarget = targetPosition;
initialPosition = targetCamera.transform.position;
timeStartedScrolling = Time.time;
isScrolling = true;
}
}
问题是,如果将持续时间设置为1秒或更短,相机的运动将被切断,并且无法正确应用缓动
我希望脚本将来能够使用不同的缓动算法并正确使用deltaTime,我不确定我是否使用正确的方式
答案 0 :(得分:0)
我认为您只需要不断变化。
随着变化的增加,宽松的放慢效果将被变化增加引起的指数运动所抵消。这种效果在持续时间短的运动中最为明显,因为它永远不会更慢地达到上限,因此它将一直加速直到结束。
由于您使用了缓动算法来输出百分比以输出到lerp中,因此您可能需要使用1的变化,以便缓动在0到1之间插值。