Unity3D - 使用Transform.LookAt时自上而下相机逻辑被锁定

时间:2013-04-18 23:55:52

标签: camera unity3d unityscript

我已经将基于Unity3D的ThirdPersonCamera.js脚本的自定义自顶向下相机逻辑脚本放在一起。一切似乎都正常工作,相机跟随XZ平面上的目标玩家,甚至在玩家跳跃时沿着Y轴移动。

只有相机没有看着播放器。所以我尝试在cameraTransform上使用Transform.LookAt()让相机直接向下看播放器。这确实会使相机正确地直视向下播放器,但是通过WASD的移动不再有效。玩家就坐在那里。使用空格键进行跳跃仍然有效。

这对我来说没有意义,相机的变换方向应该如何影响玩家对象的移动?

我的脚本代码如下:

// The transform of the camera that we're manipulating
var cameraTransform : Transform;

// The postion that the camera is currently focused on
var focusPosition = Vector3.zero;

// The idle height we are aiming to be above the target when the target isn't moving
var idleHeight = 7.0;

// How long should it take the camera to focus on the target on the XZ plane
var xzSmoothLag = 0.3;

// How long should it take the camera to focus on the target vertically
var heightSmoothLag = 0.3;


private var _target : Transform;
private var _controller : ThirdPersonController;

private var _centerOffset = Vector3.zero;
private var _headOffset = Vector3.zero;
private var _footOffset = Vector3.zero;

private var _xzVelocity = 0.0;
private var _yVelocity  = 0.0;
private var _cameraHeightVelocity = 0.0;


// ===== UTILITY FUNCTIONS =====

// Apply the camera logic to the camera with respect for the target
function process()
{
    // Early out if we don't have a target
    if ( !_controller )
        return;

    var targetCenter = _target.position + _centerOffset;
    var targetHead   = _target.position + _headOffset;
    var targetFoot   = _target.position + _footOffset;

    // Determine the XZ offset of the focus position from the target foot
    var xzOffset = Vector2(focusPosition.x, focusPosition.z) - Vector2(targetFoot.x, targetFoot.z);

    // Determine the distance of the XZ offset
    var xzDistance = xzOffset.magnitude;

    // Determine the Y distance of the focus position from the target foot
    var yDistance = focusPosition.y - targetFoot.y;

    // Damp the XZ distance
    xzDistance = Mathf.SmoothDamp(xzDistance, 0.0, _xzVelocity, xzSmoothLag);

    // Damp the XZ offset
    xzOffset *= xzDistance;

    // Damp the Y distance
    yDistance = Mathf.SmoothDamp(yDistance, 0.0, _yVelocity, heightSmoothLag);

    // Reposition the focus position by the dampened distances
    focusPosition.x = targetFoot.x + xzOffset.x;
    focusPosition.y = targetFoot.y + yDistance;
    focusPosition.z = targetFoot.z + xzOffset.y;

    var minCameraHeight = targetHead.y;
    var targetCameraHeight = minCameraHeight + idleHeight;

    // Determine the current camera height with respect to the minimum camera height
    var currentCameraHeight = Mathf.Max(cameraTransform.position.y, minCameraHeight);

    // Damp the camera height
    currentCameraHeight = Mathf.SmoothDamp( currentCameraHeight, targetCameraHeight, _cameraHeightVelocity, heightSmoothLag );

    // Position the camera over the focus position
    cameraTransform.position = focusPosition;
    cameraTransform.position.y = currentCameraHeight;

// PROBLEM CODE - BEGIN

    // Have the camera look at the focus position
    cameraTransform.LookAt(focusPosition, Vector3.forward);

// PROBLEM CODE - END

    Debug.Log("Camera Focus Position: " + focusPosition);
    Debug.Log("Camera Transform Position: " + cameraTransform.position);
}

// ===== END UTILITY FUNCTIONS =====


// ===== UNITY FUNCTIONS =====

// Initialize the script
function Awake( )
{
    // If the camera transform is unassigned and we have a main camera, 
    //   set the camera transform to the main camera's transform
    if ( !cameraTransform && Camera.main )
        cameraTransform = Camera.main.transform;

    // If we don't have a camera transform, report an error
    if ( !cameraTransform )
    {
        Debug.Log( "Please assign a camera to the TopDownThirdPersonCamera script." );
        enabled = false;    
    }

    // Set the target to the game object transform
    _target = transform;

    // If we have a target set the controller to the target's third person controller
    if ( _target )
    {
        _controller = _target.GetComponent( ThirdPersonController );
    }

    // If we have a controller, calculate the center offset and head offset
    if ( _controller )
    {
        var characterController : CharacterController = _target.collider;
        _centerOffset = characterController.bounds.center - _target.position;
        _headOffset = _centerOffset;
        _headOffset.y = characterController.bounds.max.y - _target.position.y;
        _footOffset = _centerOffset;
        _footOffset.y = characterController.bounds.min.y - _target.position.y;
    }
    // If we don't have a controller, report an error
    else
        Debug.Log( "Please assign a target to the camera that has a ThirdPersonController script attached." );

    // Apply the camera logic to the camera
    process();
}

function LateUpdate( )
{
    // Apply the camera logic to the camera
    process();
}

// ===== END UNITY FUNCTIONS =====

我已使用问题代码评论标记了问题代码部分。如果问题代码被删除,它允许WASD移动再次工作,但随后相机不再查看目标。

非常感谢对这个问题的任何见解。

1 个答案:

答案 0 :(得分:1)

我想通了,问题出在我使用的ThirdPersonController.js脚本上。在函数UpdateSmoothedMovementDirection()中,ThirdPersonController使用cameraTransform根据摄像机正在查看的位置确定沿XZ平面的前进方向。这样做时,它会将Y轴归零并标准化剩下的内容。

我在自定义TopDownCamera.js脚本中执行的cameraTransform.LookAt()调用让相机直接沿Y轴向下看。因此,当ThirdPersonController获取它并将其从Y轴归零时,我最终向前移动零方向,这导致XZ运动无处可去。

复制ThirdPersonController.js并更改代码,以便:

var forward = cameraTransform.TransformDirection(Vector3.forward);
forward.y = 0;
forward = forward.normalized;

变为:

forward = Vector3.forward;

解决了这个问题。