Camera Smooth使用Unity3D从UnityScript到C#的2D

时间:2013-08-28 00:13:06

标签: c# camera unity3d unityscript

我正在制作一个在Unity3D的Main Camera对象上使用的脚本,因此摄像机跟随2D平台世界中的角色。

我尝试将其从UnityScript脚本转换为c#,我在第26行收到错误:“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。 “

原始UnityScript版本

var cameraTarget : GameObject;
var player : GameObject;

var smoothTime : float = 0,1;
var cameraFollowX : boolean = true;
var cameraFollowY : boolean = true;
var cameraFollowHeight : boolean = false;
var cameraHeight : float = 2.5;
var velocity : Vector2;
private var thisTransform : Transform;

function Start ()
{
  thisTransform = transform;
}

function Update () 
{

if (cameraFollowX)
{
  thisTransform.position.x = Mathf.SmoothDamp (thisTransform.position.x, cameraTarget.transform.position.x, velocity.x, smoothTime);
}

if (cameraFollowY)
{
  thisTransform.position.y = Mathf.SmoothDamp (thisTransform.position.y, cameraTarget.transform.position.y, velocity.y, smoothTime);
}

if (!cameraFollowX & cameraFollowHeight)
{
  camera.transform.position.y = cameraHeight;
}

}

我的C#版

using UnityEngine;
using System.Collections;

public class CameraSmoothFollow : MonoBehaviour {

    public GameObject cameraTarget; // object to look at or follow
    public GameObject player; // player object for moving

    public float smoothTime = 0.1f; // time for dampen
    public bool cameraFollowX = true; // camera follows on horizontal
    public bool cameraFollowY = true; // camera follows on vertical
    public bool cameraFollowHeight = true; // camera follow CameraTarget object height
    public float cameraHeight = 2.5f; // height of camera adjustable
    public Vector2 velocity; // speed of camera movement

    private Transform thisTransform; // camera Transform

    // Use this for initialization
    void Start () {
        thisTransform = transform;
    }

    // Update is called once per frame
    void Update () {
        if (cameraFollowX){
            thisTransform.position.x = Mathf.SmoothDamp (thisTransform.position.x, cameraTarget.transform.position.x, ref velocity.x, smoothTime); // Here i get the error
        }
        if (cameraFollowY) {
        // to do    
        }
        if (!cameraFollowX & cameraFollowHeight) {
        // to do
        }
    }
}

任何帮助将不胜感激。

3 个答案:

答案 0 :(得分:3)

发生此错误是因为Transform.position属于值类型(可能是struct)。这意味着当您访问position的X属性时,您正在访问COPY而不是真实的东西。要分配给position属性,您需要创建一个新的Vector3并将其分配给position属性。您的代码将如下所示:

thisTransform.position = new Vector3 (Mathf.SmoothDamp (thisTransform.position.x, cameraTarget.transform.position.x, ref velocity.x, smoothTime), thisTransform.position.y, thisTransform.position.z);

或者更清洁:

float tempX = new Vector3 (Mathf.SmoothDamp (thisTransform.position.x, cameraTarget.transform.position.x, ref velocity.x, smoothTime);
thisTransform.position = new Vector3 (tempX, thisTransform.position.y, thisTransform.position.z);

答案 1 :(得分:1)

你也可以使用这个平滑的跟随脚本2d和3d相机,它非常简单。

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);

    }
}
}

从github这里得到它 https://gist.github.com/unity3diy/5aa0b098cb06b3ccbe47

答案 2 :(得分:1)

使用FixedUpdate()

如果它Update(),则会发生相机抖动。