Unity实现场景漫游相机
本文实例为大家分享了Unity实现场景漫游相机的具体代码,供大家参考,具体内容如下
前言
拿到场景后总喜欢在场景里面玩一段时间,那这个脚本就是你的不二选择
代码里加了注释,改起来也很方便。
使用方法
把脚本拖拽到场景相机上,开箱即用。
- WASD前后左右移动
- QE为上下
- Shift加速
- 鼠标右键按住旋转视角
- ESC退出游戏
源码
#ifENABLE_INPUT_SYSTEM&&ENABLE_INPUT_SYSTEM_PACKAGE
#defineUSE_INPUT_SYSTEM
usingUnityEngine.InputSystem;
usingUnityEngine.InputSystem.Controls;
#endif
usingUnityEngine;
publicclassSimpleCameraController:MonoBehaviour
{
#region相机状态
///
///相机状态
///
classCameraState
{
publicfloatyaw;
publicfloatpitch;
publicfloatroll;
publicfloatx;
publicfloaty;
publicfloatz;
publicvoidSetFromTransform(Transformt)
{
pitch=t.eulerAngles.x;
yaw=t.eulerAngles.y;
roll=t.eulerAngles.z;
x=t.position.x;
y=t.position.y;
z=t.position.z;
}
publicvoidTranslate(Vector3translation)
{
Vector3rotatedTranslation=Quaternion.Euler(pitch,yaw,roll)*translation;
x+=rotatedTranslation.x;
y+=rotatedTranslation.y;
z+=rotatedTranslation.z;
}
publicvoidLerpTowards(CameraStatetarget,floatpositionLerpPct,floatrotationLerpPct)
{
yaw=Mathf.Lerp(yaw,target.yaw,rotationLerpPct);
pitch=Mathf.Lerp(pitch,target.pitch,rotationLerpPct);
roll=Mathf.Lerp(roll,target.roll,rotationLerpPct);
x=Mathf.Lerp(x,target.x,positionLerpPct);
y=Mathf.Lerp(y,target.y,positionLerpPct);
z=Mathf.Lerp(z,target.z,positionLerpPct);
}
publicvoidUpdateTransform(Transformt)
{
t.eulerAngles=newVector3(pitch,yaw,roll);
t.position=newVector3(x,y,z);
}
}
#endregion
CameraStatem_TargetCameraState=newCameraState();
CameraStatem_InterpolatingCameraState=newCameraState();
[Header("MovementSettings移动设置")]
[Tooltip("Exponentialboostfactorontranslation,controllablebymousewheel.平移的指数增强因子,可通过鼠标滚轮控制。")]
publicfloatboost=3.5f;
[Tooltip("Timeittakestointerpolatecameraposition99%ofthewaytothetarget.将相机位置插值到目标位置99%所需的时间。"),Range(0.001f,1f)]
publicfloatpositionLerpTime=0.2f;
[Header("RotationSettings旋转设定")]
[Tooltip("X=Changeinmouseposition.改变鼠标位置。\nY=Multiplicativefactorforcamerarotation.相机旋转的乘性因子。")]
publicAnimationCurvemouseSensitivityCurve=newAnimationCurve(newKeyframe(0f,0.5f,0f,5f),newKeyframe(1f,2.5f,0f,0f));
[Tooltip("Timeittakestointerpolatecamerarotation99%ofthewaytothetarget.插值相机旋转99%到目标所需的时间。"),Range(0.001f,1f)]
publicfloatrotationLerpTime=0.01f;
[Tooltip("WhetherornottoinvertourYaxisformouseinputtorotation.是否将鼠标输入的Y轴反转为旋转。")]
publicboolinvertY=false;
voidOnEnable()
{
m_TargetCameraState.SetFromTransform(transform);
m_InterpolatingCameraState.SetFromTransform(transform);
}
Vector3GetInputTranslationDirection()
{
Vector3direction=newVector3();
if(Input.GetKey(KeyCode.W))
{
direction+=Vector3.forward;
}
if(Input.GetKey(KeyCode.S))
{
direction+=Vector3.back;
}
if(Input.GetKey(KeyCode.A))
{
direction+=Vector3.left;
}
if(Input.GetKey(KeyCode.D))
{
direction+=Vector3.right;
}
if(Input.GetKey(KeyCode.Q))
{
direction+=Vector3.down;
}
if(Input.GetKey(KeyCode.E))
{
direction+=Vector3.up;
}
returndirection;
}
voidUpdate()
{
Vector3translation=Vector3.zero;
#ifENABLE_LEGACY_INPUT_MANAGER
//ExitSample按下Esc键退出游戏
if(Input.GetKey(KeyCode.Escape))
{
Application.Quit();
#ifUNITY_EDITOR
UnityEditor.EditorApplication.isPlaying=false;
#endif
}
//Hideandlockcursorwhenrightmousebuttonpressed按下鼠标右键时隐藏并锁定光标
if(Input.GetMouseButtonDown(1))
{
Cursor.lockState=CursorLockMode.Locked;
}
//Unlockandshowcursorwhenrightmousebuttonreleased松开鼠标右键时解锁并显示光标
if(Input.GetMouseButtonUp(1))
{
Cursor.visible=true;
Cursor.lockState=CursorLockMode.None;
}
//Rotation旋转
if(Input.GetMouseButton(1))
{
varmouseMovement=newVector2(Input.GetAxis("MouseX"),Input.GetAxis("MouseY")*(invertY?1:-1));
varmouseSensitivityFactor=mouseSensitivityCurve.Evaluate(mouseMovement.magnitude);
m_TargetCameraState.yaw+=mouseMovement.x*mouseSensitivityFactor;
m_TargetCameraState.pitch+=mouseMovement.y*mouseSensitivityFactor;
}
//Translation移动
translation=GetInputTranslationDirection()*Time.deltaTime;
//Speedupmovementwhenshiftkeyheld按住shift键时加速移动
if(Input.GetKey(KeyCode.LeftShift))
{
//原速度*10为按下Shift后的速度
translation*=10.0f;
}
//Modifymovementbyaboostfactor(definedinInspectorandmodifiedinplaymodethroughthemousescrollwheel)通过增强因子修改移动(在检查器中定义,通过鼠标滚轮在播放模式下修改)
boost+=Input.mouseScrollDelta.y*0.2f;
translation*=Mathf.Pow(2.0f,boost);
#elifUSE_INPUT_SYSTEM
//TODO:makethenewinputsystemwork使新的输入系统正常工作
#endif
m_TargetCameraState.Translate(translation);
//Framerate-independentinterpolation帧率无关插值
//Calculatethelerpamount,suchthatweget99%ofthewaytoourtargetinthespecifiedtime计算lerp的数量,这样我们就可以在指定的时间内到达目标的99%
varpositionLerpPct=1f-Mathf.Exp((Mathf.Log(1f-0.99f)/positionLerpTime)*Time.deltaTime);
varrotationLerpPct=1f-Mathf.Exp((Mathf.Log(1f-0.99f)/rotationLerpTime)*Time.deltaTime);
m_InterpolatingCameraState.LerpTowards(m_TargetCameraState,positionLerpPct,rotationLerpPct);
m_InterpolatingCameraState.UpdateTransform(transform);
}
}
以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持毛票票。
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