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。
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。