当我想将相机从原点位置移动到目标位置时,它看起来很僵硬。如果它可以根据偏移设置移动速度,该怎么办?
答案 0 :(得分:2)
您可以使用iTween个插件。如果你想让你的相机与你的物体一起移动,即顺利地跟随它。您可以使用smoothFollow脚本。
答案 1 :(得分:1)
您是否尝试过使用Vector3.MoveTowards?您可以指定要使用的步长,这应该足够平滑。
http://docs.unity3d.com/Documentation/ScriptReference/Vector3.MoveTowards.html
答案 2 :(得分:1)
public Vector3 target; //The player
public float smoothTime= 0.3f; //Smooth Time
private Vector2 velocity; //Velocity
Vector3 firstPosition;
Vector3 secondPosition;
Vector3 delta;
Vector3 ca;
tk2dCamera UICa;
bool click=false;
void Start(){
ca=transform.position;
UICa=GameObject.FindGameObjectWithTag("UI").GetComponent<tk2dCamera>();
}
void FixedUpdate ()
{
if(Input.GetMouseButtonDown(0)){
firstPosition=UICa.camera.ScreenToWorldPoint(Input.mousePosition);
ca=transform.position;
}
if(Input.GetMouseButton(0)){
secondPosition=UICa.camera.ScreenToWorldPoint(Input.mousePosition);
delta=secondPosition-firstPosition;
target=ca+delta;
}
//Set the position
if(delta!=Vector3.zero){
transform.position = new Vector3(Mathf.SmoothDamp(transform.position.x, target.x, ref velocity.x, smoothTime),Mathf.SmoothDamp( transform.position.y, target.y, ref velocity.y, smoothTime),transform.position.z);
}
}
答案 3 :(得分:1)
关于这个问题有一个很好的教程,它通常在统一网站上的of all tutorials开头描述。在Survival Shooter Tutorial内部有一个解释,说明如何在移动时使摄像机移动到目标位置。“
以下是移动相机的代码。创建一个脚本,将其添加到摄像头并将要移动的GameObject
添加到脚本占位符中。它将自动保存Transform组件,如脚本中的setup。 (就我而言,它是生存射手教程的玩家):
public class CameraFollow : MonoBehaviour
{
// The position that that camera will be following.
public Transform target;
// The speed with which the camera will be following.
public float smoothing = 5f;
// The initial offset from the target.
Vector3 offset;
void Start ()
{
// Calculate the initial offset.
offset = transform.position - target.position;
}
void FixedUpdate ()
{
// Create a postion the camera is aiming for based on
// the offset from the target.
Vector3 targetCamPos = target.position + offset;
// Smoothly interpolate between the camera's current
// position and it's target position.
transform.position = Vector3.Lerp (transform.position,
targetCamPos,
smoothing * Time.deltaTime);
}
}