Unity3D相机
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1 简介
相机用于渲染游戏对象,每个场景中可以有多个相机,每个相机独立成像,每个成像都是一个图层,最后渲染的图层在最前面显示。
相机的属性面板如下:
- Clear Flags:设置清屏颜色,Skybox(天空盒)、Solid Color(纯色)、Depth Only(仅深度,画中画效果)、Don\'t Clear(不渲染);
- Background:清屏颜色,当 Clear Flags 为 Skybox 或 Solid Color 时,才有 Background;
- Culling Mask:剔除遮蔽,选择相机需要绘制的对象层;
- Projection:投影方式,Perspective(透视投影)、Orthographic(正交投影);
- Field of View:相机视野范围,默认 60°,视野范围越大,能看到的物体越多,看到的物体越小;
- Clipping Planes:裁剪平面,视锥体中近平面和远平面的位置;
- Viewport Rect:视口在屏幕中的位置和大小(相对值),以屏幕左下角为原点;
- Depth:渲染图层深度,用于设置相机渲染图层的显示顺序;
- Rendering Path:渲染路径,用于调整渲染性能(可以在 Stats 里查看性能)
- Target Texture:将相机画面存储到一个纹理图片(RenderTexture)中。
补充:基于 Target Texture 属性,可以使用 RawImage 显示次相机渲染的 RenderTexture,实现带主题边框的小地图、八倍镜等效果。
2 应用
本节将通过实现小地图案例展示相机的应用。
1)游戏界面
2)游戏对象层级结构
3)Transform 组件参数
1. 相机 Transform 组件参数
Name | Type | Position | Rotation | Scale | Viewport Rect |
---|---|---|---|---|---|
Main Camera | Camera | (0, 4, -5) | (38, 0, 0) | (1, 1, 1) | (0, 0, 1, 1) |
MinimapCamera | Camera | (0, 12, 0) | (90, 0, 0) | (1, 1, 1) | (0.8, 0.7, 0.2, 0.3) |
2. 玩家 Transform 组件参数
Name | Type | Position | Rotation | Scale | Color/Texture |
---|---|---|---|---|---|
Player | Empty | (0, 0.25, -5) | (0, 0, 0) | (1, 1, 1) | #228439FF |
Botton | Cube | (0, 0, 0) | (0, 0, 0) | (2, 0.5, 2) | #228439FF |
Top | Cube | (0, 0.5, 0) | (0, 0, 0) | (1, 0.5, 1) | #228439FF |
Gun | Cylinder | (0, 0, 1.5) | (90, 0, 0) | (0.2, 1, 0.4) | #228439FF |
FirePoint | Empty | (0, 1.15, 0) | (0, 0, 0) | (1, 1, 1) | —— |
补充:Player 游戏对象添加了刚体组件。
3. 敌人 Transform 组件参数
Name | Type | Position | Rotation | Scale | Color/Texture |
---|---|---|---|---|---|
Enemy1 | Empty | (7, 0.25, 1) | (0, 120, 0) | (1, 1, 1) | #F83333FF |
Enemy2 | Enemy | (-1, 0.25, 5) | (0, 60, 0) | (1, 1, 1) | #EA9132FF |
Enemy3 | Enemy | (-5, 0.25, -1) | (0, -40, 0) | (1, 1, 1) | #5DC2F4FF |
说明:Enemy1~Enemy3 都是由 Player copy 而来。
4. 地面和炮弹 Transform 组件参数
Name | Type | Position | Rotation | Scale | Color/Texture |
---|---|---|---|---|---|
Plane | Plane | (0, 0, 0) | (0, 0, 0) | (10, 10, 10) | GrassRockyAlbedo |
Bullet | Sphere | (0, 0.5, -5) | (0, 0, 0) | (0.3, 0.3, 0.3) | #228439FF |
补充:炮弹作为预设体拖拽到 Assets/Resources/Prefabs 目录下,并且添加了刚体组件。
4)脚本组件
MainCameraController.cs
using UnityEngine;
public class MainCameraController : MonoBehaviour
private Transform player; // 玩家
private Vector3 relaPlayerPos; // 相机在玩家坐标系中的位置
private float targetDistance = 15f; // 相机看向玩家前方的位置
private void Start()
relaPlayerPos = new Vector3(0, 4, -8);
player = GameObject.Find("Player/Top").transform;
private void LateUpdate()
CompCameraPos();
private void CompCameraPos() // 计算相机坐标
Vector3 target = player.position + player.forward * targetDistance;
transform.position = transformVecter(relaPlayerPos, player.position, player.right, player.up, player.forward);
transform.rotation = Quaternion.LookRotation(target - transform.position);
// 求以origin为原点, locX, locY, locZ 为坐标轴的本地坐标系中的向量 vec 在世界坐标系中对应的向量
private Vector3 transformVecter(Vector3 vec, Vector3 origin, Vector3 locX, Vector3 locY, Vector3 locZ)
return vec.x * locX + vec.y * locY + vec.z * locZ + origin;
说明: CameraController 脚本组件挂在 MainCamera 游戏对象上。
MinmapCameraController.cs
using UnityEngine;
public class MinimapController : MonoBehaviour
private Transform player; // 玩家
private float height = 12; // 相机离地面的高度
private bool isFullscreen = false; // 小地图相机是否全屏
private Rect minViewport; // 小地图视口位置和大小(相对值)
private Rect FullViewport; // 全屏时视口位置和大小(相对值)
private void Start()
player = GameObject.Find("Player/Top").transform;
minViewport = GetComponent<Camera>().rect;
FullViewport = new Rect(0, 0, 1, 1);
private void Update()
if (Input.GetMouseButtonDown(0) && IsClickMinimap())
if (isFullscreen)
GetComponent<Camera>().rect = minViewport;
else
GetComponent<Camera>().rect = FullViewport;
isFullscreen = !isFullscreen;
private void LateUpdate()
Vector3 pos = player.position;
transform.position = new Vector3(pos.x, height, pos.z);
public bool IsClickMinimap() // 是否单击到小地图区域
Vector3 pos = Input.mousePosition;
if (isFullscreen)
return true;
if (pos.x / Screen.width > minViewport.xMin && pos.y / Screen.height > minViewport.yMin)
return true;
return false;
说明: MinimapController 脚本组件挂在 MinimapCamera 游戏对象上。
PlayerController.cs
using UnityEngine;
public class PlayerController : MonoBehaviour
private MinimapController minimapController; // 小地图控制器
private Transform firePoint; // 开火点
private GameObject bulletPrefab; // 炮弹预设体
private float tankMoveSpeed = 4f; // 坦克移动速度
private float tankRotateSpeed = 2f; // 坦克转向速度
private Vector3 predownMousePoint; // 鼠标按下时的位置
private Vector3 currMousePoint; // 当前鼠标位置
private float fireWaitTime = float.MaxValue; // 距离上次开火已等待的时间
private float bulletCoolTime = 0.15f; // 炮弹冷却时间
private void Start()
minimapController = GameObject.Find("MinimapCamera").GetComponent<MinimapController>();
firePoint = transform.Find("Top/Gun/FirePoint");
bulletPrefab = (GameObject) Resources.Load("Prefabs/Bullet");
private void Update()
Move();
Rotate();
Fire();
private void Move() // 坦克移动
float hor = Input.GetAxis("Horizontal");
float ver = Input.GetAxis("Vertical");
if (Mathf.Abs(hor) > float.Epsilon || Mathf.Abs(ver) > float.Epsilon)
Vector3 vec = transform.forward * ver + transform.right * hor;
GetComponent<Rigidbody>().velocity = vec * tankMoveSpeed;
Vector3 dire = new Vector3(hor, ver, 0);
dire = dire.normalized * Mathf.Min(dire.magnitude, 1);
private void Rotate() // 坦克旋转
if (Input.GetMouseButtonDown(1))
predownMousePoint = Input.mousePosition;
else if (Input.GetMouseButton(1))
currMousePoint = Input.mousePosition;
Vector3 vec = currMousePoint - predownMousePoint;
GetComponent<Rigidbody>().angularVelocity = Vector3.up * tankRotateSpeed * vec.x;
predownMousePoint = currMousePoint;
private void Fire() // 坦克开炮
fireWaitTime += Time.deltaTime;
if (Input.GetMouseButtonDown(0) && !minimapController.IsClickMinimap() || Input.GetKeyDown(KeyCode.Space))
if (fireWaitTime > bulletCoolTime)
BulletInfo bulletInfo = new BulletInfo("PlayerBullet", Color.red, transform.forward, 10f, 15f);
GameObject bullet = Instantiate(bulletPrefab, firePoint.position, Quaternion.identity);
bullet.AddComponent<BulletController>().SetBulletInfo(bulletInfo);
fireWaitTime = 0f;
说明: PlayerController 脚本组件挂在 Player 游戏对象上。
BulletController.cs
using UnityEngine;
using UnityEngine.UI;
public class BulletController : MonoBehaviour
private BulletInfo bulletInfo; // 炮弹信息
private void Start ()
gameObject.name = bulletInfo.name;
GetComponent<MeshRenderer>().material.color = bulletInfo.color;
float lifeTime = bulletInfo.fireRange / bulletInfo.speed; // 存活时间
Destroy(gameObject, lifeTime);
private void Update ()
transform.GetComponent<Rigidbody>().velocity = bulletInfo.flyDir * bulletInfo.speed;
public void SetBulletInfo(BulletInfo bulletInfo)
this.bulletInfo = bulletInfo;
说明:BulletController 脚本组件挂在 Bullet 游戏对象上(代码里动态添加)。
BulletInfo.cs
using UnityEngine;
public class BulletInfo
public string name; // 炮弹名
public Color color; // 炮弹颜色
public Vector3 flyDir; // 炮弹飞出方向
public float speed; // 炮弹飞行速度
public float fireRange; // 炮弹射程
public BulletInfo(string name, Color color, Vector3 flyDir, float speed, float fireRange)
this.name = name;
this.color = color;
this.flyDir = flyDir;
this.speed = speed;
this.fireRange = fireRange;
5)运行效果
声明:本文转自【Unity3D】相机
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