我按照Unity的Roll-A-Ball教程让我的球移动,以及相机。我发现相机工作得不好,所以我使用了Unity的平滑跟随脚本来让它移动......
using UnityEngine;
namespace UnityStandardAssets.Utility
{
public class SmoothFollow : MonoBehaviour
{
// The target we are following
[SerializeField]
private Transform target;
// The distance in the x-z plane to the target
[SerializeField]
private float distance = 10.0f;
// the height we want the camera to be above the target
[SerializeField]
private float height = 5.0f;
[SerializeField]
private float rotationDamping;
[SerializeField]
private float heightDamping;
// Use this for initialization
void Start() { }
// Update is called once per frame
void LateUpdate()
{
// Early out if we don't have a target
if (!target)
return;
// Calculate the current rotation angles
var wantedRotationAngle = target.eulerAngles.y;
var wantedHeight = target.position.y + height;
var currentRotationAngle = transform.eulerAngles.y;
var currentHeight = transform.position.y;
// Damp the rotation around the y-axis
currentRotationAngle = Mathf.LerpAngle(currentRotationAngle, wantedRotationAngle, rotationDamping * Time.deltaTime);
// Damp the height
currentHeight = Mathf.Lerp(currentHeight, wantedHeight, heightDamping * Time.deltaTime);
// Convert the angle into a rotation
var currentRotation = Quaternion.Euler(0, currentRotationAngle, 0);
// Set the position of the camera on the x-z plane to:
// distance meters behind the target
transform.position = target.position;
transform.position -= currentRotation * Vector3.forward * distance;
// Set the height of the camera
transform.position = new Vector3(transform.position.x ,currentHeight , transform.position.z);
// Always look at the target
transform.LookAt(target);
}
}
}
然而,它并不像我需要的那样真正起作用。它会分散出来,并且让你知道去哪里会很困惑(take a look at this video I uploaded, and watch the key presses)。我想要相机做的就是随时跟随玩家(球)。当我向左转时它应该在我转身时留在我身后,而当我向后转时它应该转身在球的后方。那我该怎么做呢?