我只在一起工作了几天,就遇到了以下问题,我不知道如何使放大和缩小变得平滑,而其余部分也无法平滑运行。不过,我想保留我可以决定其余部分是否平滑的功能。如前所述,主要问题是我不知道如何平滑放大和仅缩小。当我使用当前代码启动项目时,感觉鼠标的dpi很高。而且,每个动作都很流畅,我也不想要。我很乐意提供帮助。
Vace:)
if (thirdperson)
{
yaw += Input.GetAxis("Mouse X") * mouseSensitivity;
pitch -= Input.GetAxis("Mouse Y") * mouseSensitivity;
pitch = Mathf.Clamp(pitch, pitchMinMax.x, pitchMinMax.y);
// out
if (Input.GetAxis("Mouse ScrollWheel") < 0)
{
if (dstFromTarget < 12)
{
dstFromTarget++;
}
}
//in
if (Input.GetAxis("Mouse ScrollWheel") > 0)
{
if (dstFromTarget > 2)
{
dstFromTarget--;
}
}
currentRotation = Vector3.SmoothDamp(currentRotation, new Vector3(pitch, yaw), ref rotationSmoothVelocity, rotationSmoothTime);
transform.eulerAngles = currentRotation;
Vector3 test = Vector3.SmoothDamp(transform.position, target.position - transform.forward * dstFromTarget, ref zoomSmoothVelocity, zoomSmoothTime);
transform.position = new Vector3(test.x, test.y, test.z);
}
答案 0 :(得分:1)
Vector3.SmoothDamp
的浮动版本:Mathf.SmoothDamp
。使用它找到dstFromTarget
的平滑目标。将zoomSmoothVelocity
更改为浮点型,然后将当前的缩放变量初始化为与初始化dstFromTarget
相同的值。
然后,您只需将Vector3.SmoothDamp
的目标直接分配到相机的位置即可。
使用transform.eulerAngles = new Vector3(pitch.yaw);
绕过您对Vector3.SmoothDamp
的首次呼叫
我还建议您使用Mathf.Clamp
将缩放比例保持在有效范围内。
总的来说,看起来像这样:
private float zoomSmoothVelocity = 0f;
private float curZoom = 6f; // however dstFromTarget is initialized
// ...
if (thirdperson)
{
yaw += Input.GetAxis("Mouse X") * mouseSensitivity;
pitch -= Input.GetAxis("Mouse Y") * mouseSensitivity;
pitch = Mathf.Clamp(pitch, pitchMinMax.x, pitchMinMax.y);
// out
if (Input.GetAxis("Mouse ScrollWheel") < 0)
{
dstFromTarget++;
}
//in
if (Input.GetAxis("Mouse ScrollWheel") > 0)
{
dstFromTarget--;
}
dstFromTarget = Mathf.Clamp(dstFromTarget, 2f, 12f);
transform.eulerAngles = new Vector3(pitch, yaw);
curZoom = Mathf.SmoothDamp(curZoom , dstFromTarget, ref zoomVelocity , zoomSmoothTime);
transform.position = target.position - transform.forward * curZoom;
}