有没有办法在更新旋转时使摄像机围绕GameObject旋转?

时间:2019-07-10 01:11:02

标签: c# unity3d

我一直在尝试在Unity 5中为汽车编码,该汽车可以像普通汽车一样行驶,但摄像头绕着它行驶。我可以进行此操作,但汽车转弯时相机无法保持其在轨道上的位置。例子:我看着车后,然后右转。我现在将看汽车的右侧。有什么方法可以使相机相对于汽车保持在同一位置。

我从本教程中学到了汽车的运动,但是我不喜欢其中的摄像头运动,我希望摄像头绕汽车行驶。我跟随这个镜头进行相机运动。但是,我正在尝试对其进行修改,以使相机随汽车一起转动,并且不会重置到汽车后部

CameraManager.cs:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class CameraManager : MonoBehaviour
{
    public InputManager im;
    public bool lockCursor;
    public float distance = 5f;
    public float mouseSensitivity = 10f;
    public Transform target;
    public Vector2 pitchMinMax = new Vector2 (-40, 85);
    public float rotationSmoothTime = 0.12f;

    Vector3 rotationSmoothVelocity;
    Vector3 currentRotation;
    float yaw;
    float pitch;

    void Start()
    {
        im = GetComponent<InputManager>();
        if (lockCursor)
        {
            Cursor.lockState = CursorLockMode.Locked;
            Cursor.visible = false;
        }
    }

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

        yaw += (Input.GetAxis("Mouse X")) * mouseSensitivity;
        pitch -= Input.GetAxis("Mouse Y") * mouseSensitivity;
        pitch = Mathf.Clamp(pitch, pitchMinMax.x, pitchMinMax.y);

        currentRotation = Vector3.SmoothDamp(currentRotation, new Vector3(pitch, yaw), ref rotationSmoothVelocity, rotationSmoothTime);
        transform.eulerAngles = currentRotation;

        print(target.transform.forward);
        transform.position = target.position - transform.forward * distance;

    }
}

InputManager.cs:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class InputManager : MonoBehaviour
{
    public float throttle;
    public float steer;

    // Update is called once per frame
    void Update()
    {
        throttle = Input.GetAxis("Vertical");
        steer = Input.GetAxis("Horizontal");
        print(steer);
    }
}

CarController.cs:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;


[RequireComponent(typeof(InputManager))]
[RequireComponent(typeof(Rigidbody))]
public class CarController : MonoBehaviour
{
    public InputManager im;
    public List<WheelCollider> throttleWheels;
    public List<WheelCollider> steeringWheels;
    public float strengthCo = 10000f; //Strength Coefficent
    public float maxTurn = 20f;
    public Transform CM;
    public Rigidbody rb;

    // Start is called before the first frame update
    void Start()
    {
        im = GetComponent<InputManager>();
        rb = GetComponent<Rigidbody>();

        if (CM)
        {
            rb.centerOfMass = CM.position;
        }
    }

    // Update is called once per frame
    void FixedUpdate()
    {
        foreach (WheelCollider wheel in throttleWheels)
        {
            wheel.motorTorque = strengthCo * Time.deltaTime * im.throttle;
        }
        foreach (WheelCollider wheel in steeringWheels)
        {
            wheel.steerAngle = maxTurn * im.steer;
        }
    }
}

1 个答案:

答案 0 :(得分:0)

您可以将Quaternion.Euler(currentRotation)用作相对旋转值以应用于target.rotation,并与target.rotation * Quaternion.Euler(currentRotation)一起应用:

void LateUpdate()
{

    yaw += (Input.GetAxis("Mouse X")) * mouseSensitivity;
    pitch -= Input.GetAxis("Mouse Y") * mouseSensitivity;
    pitch = Mathf.Clamp(pitch, pitchMinMax.x, pitchMinMax.y);

    currentRotation = Vector3.SmoothDamp(currentRotation, new Vector3(pitch, yaw), ref rotationSmoothVelocity, rotationSmoothTime);
    transform.rotation = target.rotation * Quaternion.Euler(currentRotation);

    print(target.transform.forward);
    transform.position = target.position - transform.forward * distance;

}