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Unity实现场景漫游相机

作者:SlowFeather  发布时间:2023-06-15 19:08:57 

标签:Unity,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


#if ENABLE_INPUT_SYSTEM && ENABLE_INPUT_SYSTEM_PACKAGE
#define USE_INPUT_SYSTEM
using UnityEngine.InputSystem;
using UnityEngine.InputSystem.Controls;
#endif

using UnityEngine;

public class SimpleCameraController : MonoBehaviour
{
 #region 相机状态
 /// <summary>
 /// 相机状态
 /// </summary>
 class CameraState
 {
  public float yaw;
  public float pitch;
  public float roll;
  public float x;
  public float y;
  public float z;

public void SetFromTransform(Transform t)
  {
   pitch = t.eulerAngles.x;
   yaw = t.eulerAngles.y;
   roll = t.eulerAngles.z;
   x = t.position.x;
   y = t.position.y;
   z = t.position.z;
  }

public void Translate(Vector3 translation)
  {
   Vector3 rotatedTranslation = Quaternion.Euler(pitch, yaw, roll) * translation;

x += rotatedTranslation.x;
   y += rotatedTranslation.y;
   z += rotatedTranslation.z;
  }

public void LerpTowards(CameraState target, float positionLerpPct, float rotationLerpPct)
  {
   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);
  }

public void UpdateTransform(Transform t)
  {
   t.eulerAngles = new Vector3(pitch, yaw, roll);
   t.position = new Vector3(x, y, z);
  }
 }
 #endregion

CameraState m_TargetCameraState = new CameraState();
 CameraState m_InterpolatingCameraState = new CameraState();

[Header("Movement Settings 移动设置")]
 [Tooltip("Exponential boost factor on translation, controllable by mouse wheel. 平移的指数增强因子,可通过鼠标滚轮控制。")]
 public float boost = 3.5f;

[Tooltip("Time it takes to interpolate camera position 99% of the way to the target. 将相机位置插值到目标位置99%所需的时间。"), Range(0.001f, 1f)]
 public float positionLerpTime = 0.2f;

[Header("Rotation Settings 旋转设定")]
 [Tooltip("X = Change in mouse position. 改变鼠标位置。\nY = Multiplicative factor for camera rotation. 相机旋转的乘性因子。")]
 public AnimationCurve mouseSensitivityCurve = new AnimationCurve(new Keyframe(0f, 0.5f, 0f, 5f), new Keyframe(1f, 2.5f, 0f, 0f));

[Tooltip("Time it takes to interpolate camera rotation 99% of the way to the target. 插值相机旋转99%到目标所需的时间。"), Range(0.001f, 1f)]
 public float rotationLerpTime = 0.01f;

[Tooltip("Whether or not to invert our Y axis for mouse input to rotation. 是否将鼠标输入的Y轴反转为旋转。")]
 public bool invertY = false;

void OnEnable()
 {
  m_TargetCameraState.SetFromTransform(transform);
  m_InterpolatingCameraState.SetFromTransform(transform);
 }

Vector3 GetInputTranslationDirection()
 {
  Vector3 direction = new Vector3();
  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;
  }
  return direction;
 }

void Update()
 {
  Vector3 translation = Vector3.zero;

#if ENABLE_LEGACY_INPUT_MANAGER

// Exit Sample 按下Esc键退出游戏
  if (Input.GetKey(KeyCode.Escape))
  {
   Application.Quit();
#if UNITY_EDITOR
UnityEditor.EditorApplication.isPlaying = false;
#endif
  }
  // Hide and lock cursor when right mouse button pressed 按下鼠标右键时隐藏并锁定光标
  if (Input.GetMouseButtonDown(1))
  {
   Cursor.lockState = CursorLockMode.Locked;
  }

// Unlock and show cursor when right mouse button released 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))
  {
   var mouseMovement = new Vector2(Input.GetAxis("Mouse X"), Input.GetAxis("Mouse Y") * (invertY ? 1 : -1));

var mouseSensitivityFactor = mouseSensitivityCurve.Evaluate(mouseMovement.magnitude);

m_TargetCameraState.yaw += mouseMovement.x * mouseSensitivityFactor;
   m_TargetCameraState.pitch += mouseMovement.y * mouseSensitivityFactor;
  }

// Translation 移动
  translation = GetInputTranslationDirection() * Time.deltaTime;

// Speed up movement when shift key held 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;
  }

// Modify movement by a boost factor (defined in Inspector and modified in play mode through the mouse scroll wheel) 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);

#elif USE_INPUT_SYSTEM
  // TODO: make the new input system work 使新的输入系统正常工作
#endif

m_TargetCameraState.Translate(translation);

// Framerate-independent interpolation 帧率无关插值
  // Calculate the lerp amount, such that we get 99% of the way to our target in the specified time 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%
  var positionLerpPct = 1f - Mathf.Exp((Mathf.Log(1f - 0.99f) / positionLerpTime) * Time.deltaTime);
  var rotationLerpPct = 1f - Mathf.Exp((Mathf.Log(1f - 0.99f) / rotationLerpTime) * Time.deltaTime);
  m_InterpolatingCameraState.LerpTowards(m_TargetCameraState, positionLerpPct, rotationLerpPct);

m_InterpolatingCameraState.UpdateTransform(transform);
 }
}

来源:https://blog.csdn.net/a71468293a/article/details/109254307

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