[Unity学习]第三人称相机控制脚本
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using UnityEngine;
public class ThirdPersonCamera : MonoBehaviour
public GameObject target; // Target to follow
public float targetHeight = 5f; // Vertical offset adjustment
public float distance = 12.0f; // Default Distance
public float offsetFromWall = 0.1f; // Bring camera away from any colliding objects
public float maxDistance = 20f; // Maximum zoom Distance
public float minDistance = 0.6f; // Minimum zoom Distance
public float xSpeed = 200.0f; // Orbit speed (Left/Right)
public float ySpeed = 200.0f; // Orbit speed (Up/Down)
public float yMinLimit = -80f; // Looking up limit
public float yMaxLimit = 80f; // Looking down limit
public float zoomRate = 40f; // Zoom Speed
public float rotationDampening = 0.5f; // Auto Rotation speed (higher = faster)
public float zoomDampening = 5.0f; // Auto Zoom speed (Higher = faster)
public LayerMask collisionLayers = 3841; // What the camera will collide with
public bool lockToRearOfTarget = false; // Lock camera to rear of target
public bool allowMouseInputX = true; // Allow player to control camera angle on the X axis (Left/Right)
public bool allowMouseInputY = true; // Allow player to control camera angle on the Y axis (Up/Down)
private float xDeg = 0.0f;
private float yDeg = 0.0f;
private float currentDistance;
private float desiredDistance;
private float correctedDistance;
private bool rotateBehind = false;
private bool mouseSideButton = false;
private float pbuffer = 0.0f; //Cooldownpuffer for SideButtons
//private float coolDown = 0.5f; //Cooldowntime for SideButtons
void Start()
Vector3 angles = transform.eulerAngles;
xDeg = angles.x;
yDeg = angles.y;
currentDistance = distance;
desiredDistance = distance;
correctedDistance = distance;
// Make the rigid body not change rotation
// if (rigidbody)
// rigidbody.freezeRotation = true;
if (lockToRearOfTarget)
rotateBehind = true;
//Grab target
if (target == null)
target = GameObject.FindGameObjectWithTag("Player") as GameObject;
gameObject.layer = 2;
//Only Move camera after everything else has been updated
private void LateUpdate()
Apply();
public void Apply()
// Don't do anything if target is not defined
if (target == null)
return;
//pushbuffer
if (pbuffer > 0)
pbuffer -= Time.deltaTime;
if (pbuffer < 0)
pbuffer = 0;
//Sidebuttonmovement
// if ((Input.GetAxis("Toggle Move") != 0) && (pbuffer == 0))
//
// pbuffer = coolDown;
// mouseSideButton = !mouseSideButton;
//
if (mouseSideButton && Input.GetAxis("Vertical") != 0)
mouseSideButton = false;
Vector3 vTargetOffset;
// If either mouse buttons are down, let the mouse govern camera position
if (GUIUtility.hotControl == 0)
if (Input.GetMouseButton(0) || Input.GetMouseButton(1))
//Check to see if mouse input is allowed on the axis
if (allowMouseInputX)
xDeg += Input.GetAxis("Mouse X") * xSpeed * 0.02f;
else
RotateBehindTarget();
if (allowMouseInputY)
yDeg -= Input.GetAxis("Mouse Y") * ySpeed * 0.02f;
//Interrupt rotating behind if mouse wants to control rotation
if (!lockToRearOfTarget)
rotateBehind = false;
// otherwise, ease behind the target if any of the directional keys are pressed
else if (Input.GetAxis("Vertical") != 0 || Input.GetAxis("Horizontal") != 0 || rotateBehind ||
mouseSideButton)
RotateBehindTarget();
yDeg = ClampAngle(yDeg, yMinLimit, yMaxLimit);
// Set camera rotation
Quaternion rotation = Quaternion.Euler(yDeg, xDeg, 0);
// Calculate the desired distance
desiredDistance -= Input.GetAxis("Mouse ScrollWheel") * Time.deltaTime * zoomRate *
Mathf.Abs(desiredDistance);
desiredDistance = Mathf.Clamp(desiredDistance, minDistance, maxDistance);
correctedDistance = desiredDistance;
// Calculate desired camera position
vTargetOffset = new Vector3(0, -targetHeight, 0);
Vector3 position = target.transform.position - (rotation * Vector3.forward * desiredDistance + vTargetOffset);
// Check for collision using the true target's desired registration point as set by user using height
RaycastHit collisionHit;
Vector3 trueTargetPosition = new Vector3(target.transform.position.x, target.transform.position.y + targetHeight, target.transform.position.z);
// If there was a collision, correct the camera position and calculate the corrected distance
var isCorrected = false;
if (Physics.Linecast(trueTargetPosition, position, out collisionHit, collisionLayers))
// Calculate the distance from the original estimated position to the collision location,
// subtracting out a safety "offset" distance from the object we hit. The offset will help
// keep the camera from being right on top of the surface we hit, which usually shows up as
// the surface geometry getting partially clipped by the camera's front clipping plane.
correctedDistance = Vector3.Distance(trueTargetPosition, collisionHit.point) - offsetFromWall;
isCorrected = true;
// For smoothing, lerp distance only if either distance wasn't corrected, or correctedDistance is more than currentDistance
currentDistance = !isCorrected || correctedDistance > currentDistance
? Mathf.Lerp(currentDistance, correctedDistance, Time.deltaTime * zoomDampening)
: correctedDistance;
// Keep within limits
currentDistance = Mathf.Clamp(currentDistance, minDistance, maxDistance);
// Recalculate position based on the new currentDistance
position = target.transform.position - (rotation * Vector3.forward * currentDistance + vTargetOffset);
//Finally Set rotation and position of camera
transform.rotation = rotation;
transform.position = position;
private void RotateBehindTarget()
float targetRotationAngle = target.transform.eulerAngles.y;
float currentRotationAngle = transform.eulerAngles.y;
xDeg = Mathf.LerpAngle(currentRotationAngle, targetRotationAngle, rotationDampening * Time.deltaTime);
// Stop rotating behind if not completed
if (targetRotationAngle == currentRotationAngle)
if (!lockToRearOfTarget)
rotateBehind = false;
else
rotateBehind = true;
private float ClampAngle(float angle, float min, float max)
if (angle < -360f)
angle += 360f;
if (angle > 360f)
angle -= 360f;
return Mathf.Clamp(angle, min, max);
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