ste*_*per 5 c# unity-game-engine
我正在为2名玩家制作一个小街机射击游戏,并且需要让屏幕聚焦于2个玩家,我让相机在X轴的玩家中心移动,但是我认为当2玩家靠得更近,相机也越来越近了.
这是透视pov:

jpa*_*maa 13
移动相机比改变fov更好.计算相机距离的公式是
cameraDistance = (distanceBetweenPlayers / 2 / aspectRatio) / Tan(fieldOfView / 2);
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请注意,玩家出现在视口的边缘,因此可以添加一些小的边距.这是我的脚本:
public Transform player1;
public Transform player2;
private const float DISTANCE_MARGIN = 1.0f;
private Vector3 middlePoint;
private float distanceFromMiddlePoint;
private float distanceBetweenPlayers;
private float cameraDistance;
private float aspectRatio;
private float fov;
private float tanFov;
void Start() {
aspectRatio = Screen.width / Screen.height;
tanFov = Mathf.Tan(Mathf.Deg2Rad * Camera.main.fieldOfView / 2.0f);
}
void Update () {
// Position the camera in the center.
Vector3 newCameraPos = Camera.main.transform.position;
newCameraPos.x = middlePoint.x;
Camera.main.transform.position = newCameraPos;
// Find the middle point between players.
Vector3 vectorBetweenPlayers = player2.position - player1.position;
middlePoint = player1.position + 0.5f * vectorBetweenPlayers;
// Calculate the new distance.
distanceBetweenPlayers = vectorBetweenPlayers.magnitude;
cameraDistance = (distanceBetweenPlayers / 2.0f / aspectRatio) / tanFov;
// Set camera to new position.
Vector3 dir = (Camera.main.transform.position - middlePoint).normalized;
Camera.main.transform.position = middlePoint + dir * (cameraDistance + DISTANCE_MARGIN);
}
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