unity3d 第三人称视角的人物移动以及相机控制
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何谓第三人称?就像这样:
用wasd控制人物移动,同时保持在相机的中心。用鼠标右键与滚轮控制相机的角度和距离。
先说一下人物的移动:
首先给作为主角的单位加上 Charactor Controller组件,并调整胶囊型的碰撞体刚好包裹住主角(有其是脚底,除非你想看到你的主角能遁地,或飞行)
然后给你的人物加上控制的脚本~
using UnityEngine; using System.Collections; public class move_controll : MonoBehaviour { Transform m_transform,m_camera;//人物自己以及相机的对象 CharacterController controller;//Charactor Controller组件 public float MoveSpeed = 20.0f;//移动的速度 // Use this for initialization void Start () { m_transform = this.transform;//尽量不要再update里获取this.transform,而是这样保存起来,这样能节约性能 m_camera = GameObject.FindGameObjectWithTag ("MainCamera").transform;// controller=GetComponent(); } // Update is called once per frame void Update () { if ((Input.GetKey (KeyCode.W)) || (Input.GetKey (KeyCode.S)) || (Input.GetKey (KeyCode.A)) || (Input.GetKey (KeyCode.D))) { transform.GetComponent().SetFloat("speed", "run");//将人物的动画改为移动状态,这里有个问题,就是动画组件的获取也要在update里获取,请读者自行修改吧 if (Input.GetKey (KeyCode.W)) { //根据主相机的朝向决定人物的移动方向,下同 controller.transform.eulerAngles = new Vector3 (0, m_camera.transform.eulerAngles.y, 0); } if (Input.GetKey (KeyCode.S)) { controller.transform.eulerAngles = new Vector3 (0, m_camera.transform.eulerAngles.y+180f, 0); } if (Input.GetKey (KeyCode.A)) { controller.transform.eulerAngles = new Vector3 (0, m_camera.transform.eulerAngles.y+270f, 0); } if (Input.GetKey (KeyCode.D)) { controller.transform.eulerAngles = new Vector3 (0, m_camera.transform.eulerAngles.y+90f, 0); } controller.Move(m_transform.forward * Time.deltaTime * MoveSpeed); } else //静止状态 transform.GetComponent().SetFloat("speed", "stand"); if (Input.GetKey (KeyCode.Q)) { transform.Translate (Vector3.up * Time.deltaTime * MoveSpeed); } if (!controller.isGrounded) { //模拟简单重力,每秒下降10米,当然你也可以写成抛物线 controller.Move(new Vector3(0,-10f*Time.deltaTime,0)); } }
然后是相机控制的脚本,从别的地方抄的,应该也不难理解,绑定在场景主相机上即可:
using UnityEngine; public class CameraOrbit : MonoBehaviour { public Transform pivot; // the object being followed public Vector3 pivotOffset = Vector3.zero; // offset from target‘s pivot public Transform target; // like a selected object (used with checking if objects between cam and target) public float distance = 10.0f; // distance from target (used with zoom) public float minDistance = 2f; public float maxDistance = 15f; public float zoomSpeed = 1f; public float xSpeed = 250.0f; public float ySpeed = 120.0f; public bool allowYTilt = true; public float yMinLimit = 30f; public float yMaxLimit = 80f; private float x = 0.0f; private float y = 0.0f; private float targetX = 0f; private float targetY = 0f; private float targetDistance = 0f; private float xVelocity = 1f; private float yVelocity = 1f; private float zoomVelocity = 1f; void Start() { var angles = transform.eulerAngles; targetX = x = angles.x; targetY = y = ClampAngle(angles.y, yMinLimit, yMaxLimit); targetDistance = distance; } void LateUpdate() { if (pivot) { float scroll = Input.GetAxis("Mouse ScrollWheel"); if (scroll > 0.0f) targetDistance -= zoomSpeed; else if (scroll < 0.0f) targetDistance += zoomSpeed; targetDistance = Mathf.Clamp(targetDistance, minDistance, maxDistance); // -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- // right mouse button must be held down to tilt/rotate cam // or player can use the left mouse button while holding Ctr if (Input.GetMouseButton(1) || (Input.GetMouseButton(0) && (Input.GetKey(KeyCode.LeftControl) || Input.GetKey(KeyCode.RightControl)) )) { targetX += Input.GetAxis("Mouse X") * xSpeed * 0.02f; if (allowYTilt) { targetY -= Input.GetAxis("Mouse Y") * ySpeed * 0.02f; targetY = ClampAngle(targetY, yMinLimit, yMaxLimit); } } x = Mathf.SmoothDampAngle(x, targetX, ref xVelocity, 0.3f); if (allowYTilt) y = Mathf.SmoothDampAngle(y, targetY, ref yVelocity, 0.3f); else y = targetY; Quaternion rotation = Quaternion.Euler(y, x, 0); distance = Mathf.SmoothDamp(distance, targetDistance, ref zoomVelocity, 0.5f); // -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- // apply Vector3 position = rotation * new Vector3(0.0f, 0.0f, -distance) + pivot.position + pivotOffset; transform.rotation = rotation; transform.position = position; } } private float ClampAngle(float angle, float min, float max) { if (angle < -360) angle += 360; if (angle > 360) angle -= 360; return Mathf.Clamp(angle, min, max); } }
using UnityEngine; public class CameraOrbit : MonoBehaviour { public Transform pivot; // the object being followed public Vector3 pivotOffset = Vector3.zero; // offset from target‘s pivot public Transform target; // like a selected object (used with checking if objects between cam and target) public float distance = 10.0f; // distance from target (used with zoom) public float minDistance = 2f; public float maxDistance = 15f; public float zoomSpeed = 1f; public float xSpeed = 250.0f; public float ySpeed = 120.0f; public bool allowYTilt = true; public float yMinLimit = 30f; public float yMaxLimit = 80f; private float x = 0.0f; private float y = 0.0f; private float targetX = 0f; private float targetY = 0f; private float targetDistance = 0f; private float xVelocity = 1f; private float yVelocity = 1f; private float zoomVelocity = 1f; void Start() { var angles = transform.eulerAngles; targetX = x = angles.x; targetY = y = ClampAngle(angles.y, yMinLimit, yMaxLimit); targetDistance = distance; } void LateUpdate() { if (pivot) { float scroll = Input.GetAxis("Mouse ScrollWheel"); if (scroll > 0.0f) targetDistance -= zoomSpeed; else if (scroll < 0.0f) targetDistance += zoomSpeed; targetDistance = Mathf.Clamp(targetDistance, minDistance, maxDistance); // -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- // right mouse button must be held down to tilt/rotate cam // or player can use the left mouse button while holding Ctr if (Input.GetMouseButton(1) || (Input.GetMouseButton(0) && (Input.GetKey(KeyCode.LeftControl) || Input.GetKey(KeyCode.RightControl)) )) { targetX += Input.GetAxis("Mouse X") * xSpeed * 0.02f; if (allowYTilt) { targetY -= Input.GetAxis("Mouse Y") * ySpeed * 0.02f; targetY = ClampAngle(targetY, yMinLimit, yMaxLimit); } } x = Mathf.SmoothDampAngle(x, targetX, ref xVelocity, 0.3f); if (allowYTilt) y = Mathf.SmoothDampAngle(y, targetY, ref yVelocity, 0.3f); else y = targetY; Quaternion rotation = Quaternion.Euler(y, x, 0); distance = Mathf.SmoothDamp(distance, targetDistance, ref zoomVelocity, 0.5f); // -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- // apply Vector3 position = rotation * new Vector3(0.0f, 0.0f, -distance) + pivot.position + pivotOffset; transform.rotation = rotation; transform.position = position; } } private float ClampAngle(float angle, float min, float max) { if (angle < -360) angle += 360; if (angle > 360) angle -= 360; return Mathf.Clamp(angle, min, max); } }
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