关于这个主题有很多问题,但我找不到适合我的问题。
我有相机移动脚本,如下所示:
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System;
using UnityEngine.Networking;
[AddComponentMenu("Camera-Control/Smooth Mouse Look")]
public class SmoothMouseLook : NetworkBehaviour
{
[Header("Character camera.")]
private Camera myCamera;
[Header("Location where camera will always be looking at.")]
public Transform characterHead;
[Header("How fast will camera zoom work")]
public float cameraScrollSensitivity = 2f;
[Header("Default position of camera")]
public Vector3 cameraPos = new Vector3(0, 2, 0);
public Vector3 minPos = new Vector3(-4, -4, -5);
public Vector3 maxPos = new Vector3(4, 4, -1);
[Header("How fast will camera move on Y axis")]
public float cameraSensitivityY = 0.8f;
[Header("How fast will camera move on X axis")]
public float cameraSensitivityX = 0.8f;
public enum InvertX { False = 0, True = 1 }
public enum InvertY { False = 0, True = 1 }
public InvertX invertX = InvertX.False;
public InvertY invertY = InvertY.False;
void Start()
{
if (!isLocalPlayer)
return;
Camera.main.gameObject.transform.parent = this.transform;
Camera.main.gameObject.transform.localPosition = cameraPos;
myCamera = Camera.main;
myCamera.transform.LookAt(characterHead);
}
void Update()
{
if (!isLocalPlayer)
return;
Vector3 currPos = myCamera.transform.localPosition;
currPos.z += Input.GetAxis("Mouse ScrollWheel") * cameraScrollSensitivity;
if (currPos.z > maxPos.z)
currPos.z = maxPos.z;
if (currPos.z < minPos.z)
currPos.z = minPos.z;
if (Input.GetMouseButton(2))
{
if(invertY == 0)
currPos.y -= Input.GetAxis("Mouse Y") * cameraSensitivityY / 10;
else
currPos.y += Input.GetAxis("Mouse Y") * cameraSensitivityY / 10;
if (invertX == 0)
currPos.x += Input.GetAxis("Mouse X") * cameraSensitivityX / 10;
else
currPos.x -= Input.GetAxis("Mouse X") * cameraSensitivityX / 10;
if (currPos.y > maxPos.y)
currPos.y = maxPos.y;
if (currPos.y < minPos.y)
currPos.y = minPos.y;
if (currPos.x > maxPos.x)
currPos.x = maxPos.x;
if (currPos.x < minPos.x)
currPos.x = minPos.x;
}
myCamera.transform.localPosition = currPos;
myCamera.transform.LookAt(characterHead);
}
}
此脚本附加到角色,相机是它的孩子。
正如标题所说,问题是相机可以穿过网格(物体和地形)。
我尝试将Culling mask设置为0.01和1(默认值为0.3),但没有任何反应。
我尝试添加碰撞器,但是当我将相机推到碰撞的地面时,它会起作用,不会让相机瘫痪但是它会提升角色:/
我只有想法是用raycast编码它,但因为我是所有这些的新手我想检查是否有任何其他方式这样做(比如使用对撞机但不提升角色)因为它需要很多我的时间用raycast来解决它。
答案 0 :(得分:0)
你能尝试做这件事。如果你的意思是不像虚幻引擎中的相机一样通过网格你可以这样做
希望这有帮助