我有一个名为Ball的对象,我添加了键盘交互性(WASD移动球) 我需要让相机留在后面并跟随球,但我得到错误。
using UnityEngine;
using System.Collections;
public class ballmain : MonoBehaviour {
public bool isMoving = false;
public string direction;
public float camX;
public float camY;
public float camZ;
// Use this for initialization
void Start () {
Debug.Log("Can this run!!!");
}
// Update is called once per frame
void Update () {
camX = rigidbody.transform.position.x -=10;
camY = rigidbody.transform.position.y -=10;
camZ = rigidbody.transform.position.z;
camera.transform.position = new Vector3(camX, camY, camZ);
//followed by code that makes ball move
}
}
我收到错误“Assets / ballmain.cs(18,44):错误CS1612:无法修改'UnityEngine.Transform.position'的值类型返回值。请考虑将值存储在临时变量中” 有人知道答案吗?如果我注释掉有关相机的代码,那么球可以移动。
答案 0 :(得分:4)
简单跟随
using UnityEngine;
using System.Collections;
public class Follow: MonoBehaviour {
public Transform target;
public float smooth= 5.0f;
void Update (){
transform.position = Vector3.Lerp (
transform.position, target.position,
Time.deltaTime * smooth);
}
}
高级关注
using UnityEngine;
using System.Collections;
public class SmoothFollowScript: MonoBehaviour {
// The target we are following
public Transform target;
// The distance in the x-z plane to the target
public int distance = 10.0;
// the height we want the camera to be above the target
public int height = 10.0;
// How much we
public heightDamping = 2.0;
public rotationDamping = 0.6;
void LateUpdate (){
// Early out if we don't have a target
if (TargetScript.russ == true){
if (!target)
return;
// Calculate the current rotation angles
wantedRotationAngle = target.eulerAngles.y;
wantedHeight = target.position.y + height;
currentRotationAngle = transform.eulerAngles.y;
currentHeight = transform.position.y;
// Damp the rotation around the y-axis
currentRotationAngle = Mathf.LerpAngle (currentRotationAngle, wantedRotationAngle, rotationDamping * Time.deltaTime);
// Damp the height
currentHeight = Mathf.Lerp (currentHeight, wantedHeight, heightDamping * Time.deltaTime);
// Convert the angle into a rotation
currentRotation = Quaternion.Euler (0, currentRotationAngle, 0);
// Set the position of the camera on the x-z plane to:
// distance meters behind the target
transform.position = target.position;
transform.position -= currentRotation * Vector3.forward * distance;
// Set the height of the camera
transform.position.y = currentHeight;
// Always look at the target
transform.LookAt (target);
}
}
}
答案 1 :(得分:2)
如果你只是想跟随目标物体,按照你想要的方式对准相机的位置,并使相机成为目标物体的孩子,其余部分将会这样做
答案 2 :(得分:1)
将标准移动资产包含在您的项目中。它的脚本部分包含一个SmoothFollow2D.js代码。将此代码附加到游戏对象并初始化公共变量。这只会为你完成这项工作。
答案 3 :(得分:1)
我发现这个简单实用的统一2d相机遵循脚本。
using UnityEngine;
using System.Collections;
public class FollowCamera : MonoBehaviour {
public float interpVelocity;
public float minDistance;
public float followDistance;
public GameObject target;
public Vector3 offset;
Vector3 targetPos;
// Use this for initialization
void Start () {
targetPos = transform.position;
}
// Update is called once per frame
void FixedUpdate () {
if (target)
{
Vector3 posNoZ = transform.position;
posNoZ.z = target.transform.position.z;
Vector3 targetDirection = (target.transform.position - posNoZ);
interpVelocity = targetDirection.magnitude * 5f;
targetPos = transform.position + (targetDirection.normalized * interpVelocity * Time.deltaTime);
transform.position = Vector3.Lerp( transform.position, targetPos + offset, 0.25f);
}
}
}
答案 4 :(得分:1)
这是我在游戏开发过程中发现的一个有用的脚本。我没有创建它们,所以我赞扬wiki.unity3d.com提供这个惊人的脚本。
顺利关注:
using UnityEngine;
using System.Collections;
public class SmoothFollow2 : MonoBehaviour {
public Transform target;
public float distance = 3.0f;
public float height = 3.0f;
public float damping = 5.0f;
public bool smoothRotation = true;
public bool followBehind = true;
public float rotationDamping = 10.0f;
void Update () {
Vector3 wantedPosition;
if(followBehind)
wantedPosition = target.TransformPoint(0, height, -distance);
else
wantedPosition = target.TransformPoint(0, height, distance);
transform.position = Vector3.Lerp (transform.position, wantedPosition, Time.deltaTime * damping);
if (smoothRotation) {
Quaternion wantedRotation = Quaternion.LookRotation(target.position - transform.position, target.up);
transform.rotation = Quaternion.Slerp (transform.rotation, wantedRotation, Time.deltaTime * rotationDamping);
}
else transform.LookAt (target, target.up);
}
}
答案 5 :(得分:0)
这些行中的-=
:
camX = rigidbody.transform.position.x -=10;
camY = rigidbody.transform.position.y -=10;
错了。 -=
会尝试修改rigidbody.transform.position
。你只想要-
。
然而,就目前而言,相机不会跟踪目标Z位置的变化,也不会在相机旋转时正确跟踪。要获得所需的正确位置(在向量中): -
cam_pos = target_pos - dist_to_target * cam_look_at