c# - 相机行为

标签 c# unity-game-engine camera

此摄像机脚本旨在在玩家移动时旋转并观察玩家,并在玩家不移动时缓慢地捕捉到玩家。 (玩家在开始移动之前经过 Vector3 beforeMoving)。我的问题是我想缓慢地“馈送” deltaPosition,这样它就不会突然发生,而是缓慢而平稳的过渡,如果到达也停止添加。

    private void LateUpdate()
{
    if (player.isMoving)
    {
        desiredPosition = player.beforeMoving + offset;
    }
    else
    {
        Vector3 deltaPosition = player.transform.position - player.beforeMoving; 
        desiredPosition += deltaPosition * Time.deltaTime;
    }
    Quaternion camTurnAngle =
    Quaternion.AngleAxis(input * rotationSpeed, Vector3.up);
    desiredPosition = camTurnAngle * desiredPosition;
    transform.position = Vector3.Slerp(transform.position, desiredPosition, smoothFactor);
    transform.LookAt(player.transform);
}

编辑:我想我会分享最终的代码。

    private void LateUpdate()
{
    Quaternion rotation = Quaternion.Euler(GetDegree(), input.x * rotationSpeed, 0f);
    if (player.isMoving)
    {
        desiredPosition = player.beforeMoving + offset;
        CalculatePanTime();
    }
    else if (!player.isMoving)
    {
        desiredPosition = player.transform.position + offset;
    }
    transform.position = Vector3.Slerp(transform.position, rotation * desiredPosition, GetSpeed());
    transform.LookAt(player.transform);
}

private void CalculatePanTime()
{
    stoppedTime = Time.time;
    playerDelta = Vector3.Distance(player.transform.position, player.beforeMoving);
    timeToPan = (playerDelta / snappingSpeed) * Time.deltaTime;
}

private float GetSpeed()
{
    if (Time.time < stoppedTime + timeToPan)
    {
        controlsDisabled = true; return snappingSpeed;
    }
    else
    {
        controlsDisabled = false; return smoothSpeed;
    }
}

最佳答案

您告诉我们您希望代码做什么,这很好。您还发布了您为实现目标而实现的代码,这也很好。您还能告诉我们哪些代码无法正常工作吗?

据我了解,这是“Vector3 deltaPosition =player.transform.position -player.beforeMoving; desiredPosition += deltaPosition * Time.deltaTime; “它的行为与您期望的不同

也许尝试这样的事情:

private void LateUpdate()
{
    // snap the rotation center slowly to the player's position if not moving, or player's position before he started moving
    desiredPosition = Vector3.Lerp(desiredPosition, player.beforeMoving, 0.1f);

    // rotate around rotation center
    Quaternion camTurnAngle = Quaternion.AngleAxis(rotationSpeed * Time.time, Vector3.up);      
    desiredPosition += camTurnAngle * offset;

    // set the position to rotate around rotation center, and look towards player
    transform.position = Vector3.Lerp(transform.position, desiredPosition, smoothFactor);
    transform.LookAt(player.transform);
}

您的代码的问题是您超出了范围。如果你想实现一些东西来决定相机捕捉的速度,或者捕捉需要多长时间,请尝试引入一个 float 的player.timeStopMoving = Time.time,你可以用它来正确计算他不移动时的位置校正.

if(player.isMoving)
{
    desiredPosition = player.beforeMoving;
}
else
{
    const float timeNeededToSnap = 2f;
    // or float timeNeededToSnap = (player.transform.position - player.beforeMoving).magnitude; // (which you could compute only once in player script, when he stops moving, and then reuse the value instead of performing a ".magnitude" every frame)
    if(Time.time < player.timeStopMoving + timeNeededToSnap)
    {
        desiredPosition = Vector3.Lerp(desiredPosition, player.transform.position, (Time.time - player.timeStopMoving) / timeNeededToSnap);
    }
    else
    {
        // an other problem here is: if the player starts moving AGAIN before your desiredPosition got the value, do you want desired position to glich to the new player.beforeMoving?...
        desiredPosition = player.transform.position;
    }
}

编辑:

为了让他的线性度降低,你可以使用:

if(Time.time < player.timeStopMoving + timeNeededToSnap)
{
    var t = Mathf.Cos(Maths.Pi * 0.5f * (Time.time - player.timeStopMoving) / timeNeededToSnap); // as timeDelta/totalTime goes from 0->1, multiply it by Pi/2 and the Cos will also go from 0->1 but with a smoothing speed
    desiredPosition = Vector3.Lerp(desiredPosition, player.transform.position, t);
}

关于c# - 相机行为,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/53077829/

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