平滑跟随脚本无法正常工作。我该如何解决?

时间:2016-01-04 23:57:01

标签: c# unity3d

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?

0 个答案:

没有答案