我有这个代码,我无法弄清楚当他跳跃时,如何使相机停止跟随我的播放器,在unity3d
使用UnityEngine; 使用System.Collections;
公共类Camera2DFollow2:MonoBehaviour {
public Transform target;
public float damping = 1;
public float lookAheadFactor = 3;
public float lookAheadReturnSpeed = 0.5f;
public float lookAheadMoveThreshold = 0.1f;
float offsetZ;
Vector3 lastTargetPosition;
Vector3 currentVelocity;
Vector3 lookAheadPos;
// Use this for initialization
void Start () {
lastTargetPosition = target.position;
offsetZ = (transform.position - target.position).z;
transform.parent = null;
}
// Update is called once per frame
void Update () {
// only update lookahead pos if accelerating or changed direction
float xMoveDelta = (target.position - lastTargetPosition).x;
bool updateLookAheadTarget = Mathf.Abs(xMoveDelta) > lookAheadMoveThreshold;
if (updateLookAheadTarget) {
lookAheadPos = lookAheadFactor * Vector3.right * Mathf.Sign(xMoveDelta);
} else {
lookAheadPos = Vector3.MoveTowards(lookAheadPos, Vector3.zero, Time.deltaTime * lookAheadReturnSpeed);
}
Vector3 aheadTargetPos = target.position + lookAheadPos + Vector3.forward * offsetZ;
Vector3 newPos = Vector3.SmoothDamp(transform.position, aheadTargetPos, ref currentVelocity, damping);
transform.position = newPos;
lastTargetPosition = target.position;
}
}
答案 0 :(得分:1)
尝试
Vector3 aheadTargetPos = target.position + lookAheadPos + Vector3.forward * offsetZ;
Vector3 newPos = Vector3.SmoothDamp(transform.position, aheadTargetPos, ref currentVelocity, damping);
newPos.y = transform.position.y;
transform.position = newPos;
或
Vector3 aheadTargetPos = target.position + lookAheadPos + Vector3.forward * offsetZ;
aheadTargetPos.y = transform.position.y;
Vector3 newPos = Vector3.SmoothDamp(transform.position, aheadTargetPos, ref currentVelocity, damping);
transform.position = newPos;
答案 1 :(得分:0)
您可以为字符的 Y 值设置一个最小阈值。当角色跳跃时,您可以保存该变换点 y 并查找该点与角色位置之间的距离。如果角色超过该阈值,则您的相机可以跟随该角色。此外,您可以考虑使用 Cinemachine。它非常强大。 (https://unity.com/unity/features/editor/art-and-design/cinemachine)