Ric*_*gen 5 c# unity-game-engine
我被要求研究使用 Unity 创建一个简单的迭代应用程序。此应用程序有 2 个有关相机的主要功能。
我是新手,但我已经设法创建了两个单独实现这些目标的脚本。现在我正在努力将它们组合在一起。
我将从用户交互的相关代码开始。
首先,我使用 TouchKit 在每个帧上设置增量值Start
。
// set the delta on each frame for horizontal and vertical rotation
var oneTouch = new TKPanRecognizer();
oneTouch.gestureRecognizedEvent += (r) =>
{
HorizontalDelta += r.deltaTranslation.x * rotateSpeed * Time.deltaTime;
VerticalDelta -= r.deltaTranslation.y * rotateSpeed * Time.deltaTime;
};
// do the same for pinch
var pinch = new TKPinchRecognizer();
pinch.gestureRecognizedEvent += (r) =>
{
rotateDistance -= r.deltaScale * 200.0f * Time.deltaTime;
};
TouchKit.addGestureRecognizer(oneTouch);
TouchKit.addGestureRecognizer(pinch);
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并在Update
:
VerticalDelta = Mathf.Clamp(VerticalDelta, verticalPivotMin, verticalPivotMax);
var direction = GetDirection(HorizontalDelta, VerticalDelta);
var currentTarget = targetsSwitched ? target2 : target;
transform.position = currentTarget.position - direction * rotateDistance;
transform.LookAt(currentTarget.position);
// ...
private Vector3 GetDirection(float x, float y)
{
Quaternion q = Quaternion.Euler(y, x, 0);
return q * Vector3.forward;
}
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这工作得很好,完全符合我的要求。当我尝试将此代码与我的相机移动脚本集成时,问题就出现了。这显示了我想要添加Update
代码的位置
void Update ()
{
if (currentlyMoving)
{
FocusTarget(currentTarget);
}
else
{
// accept user input if not moving
if (Input.GetKeyDown(KeyCode.Space))
{
SetMoveToTarget(mainTargetObject);
}
if (Input.GetKeyDown(KeyCode.Q))
{
SetMoveToTarget(subTargetObject1);
}
if (Input.GetKeyDown(KeyCode.E))
{
SetMoveToTarget(subTargetObject2);
}
}
}
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这些是实际移动相机的函数:
void SetMoveToTarget(GameObject target)
{
if (currentlyMoving == false)
{
currentlyMoving = true;
fromRotation = currentTarget.transform.rotation;
currentTarget = target;
toRotation = currentTarget.transform.rotation;
timeStartedLerping = Time.time;
}
}
void FocusTarget(GameObject target)
{
float timeSinceStarted = Time.time - timeStartedLerping;
float percentageComplete = timeSinceStarted / (lerpSpeed);
transform.position = Vector3.MoveTowards(transform.position, target.transform.position, moveSpeed * Time.deltaTime);
transform.rotation = Quaternion.Lerp(fromRotation, toRotation, Mathf.Pow(percentageComplete, (float)1.2));
if (Vector3.Distance(transform.position, target.transform.position) < 0.1 && percentageComplete > 0.99)
{
transform.position = target.transform.position;
transform.rotation = target.transform.rotation;
currentlyMoving = false;
}
}
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我认为我需要做的(我可能错了)被设置rotateDistance
为currentTarget
第二个脚本和currentTarget
第一个脚本中的差异。
提前谢谢你,这对我来说是一个非常棘手的问题。
最后,我必须首先改变我处理移动相机的方式。问题是,移动到设定的游戏对象是可行的,并且很容易设置,但如果您实际计算相机的下一个位置应该在何时并移动到该位置,那么与外观脚本集成会更容易。
我将把工作产品粘贴在这里供后代使用,它缺少最终游戏中的一些内容,但相机可以工作。
using UnityEngine;
using UnityEngine.UI;
public class NewCamera : MonoBehaviour {
// targets
public GameObject target;
public GameObject target2;
// settings
public float RotateSpeed = 50.0f;
public float RotateDistance = 3;
public float CameraMoveSpeed = 20f;
public float VerticalPivotMin = 5;
public float VerticalPivotMax = 65;
public float MinZoomIn = 1.7f;
public float MaxZoomIn = 4f;
// private
private GameObject lookTarget;
private bool currentlyMoving = false;
private Vector3 targetVector;
private float timeStartedLerping;
private float HorizontalDelta;
private float VerticalDelta;
void Start ()
{
lookTarget = target;
var oneTouch = new TKPanRecognizer();
oneTouch.gestureRecognizedEvent += (r) =>
{
if (currentlyMoving == false)
{
HorizontalDelta += r.deltaTranslation.x * RotateSpeed * Time.deltaTime;
VerticalDelta -= r.deltaTranslation.y * RotateSpeed * Time.deltaTime;
VerticalDelta = Mathf.Clamp(VerticalDelta, VerticalPivotMin, VerticalPivotMax);
}
};
var pinch = new TKPinchRecognizer();
pinch.gestureRecognizedEvent += (r) =>
{
if (currentlyMoving == false)
{
RotateDistance -= r.deltaScale * 200.0f * Time.deltaTime;
RotateDistance = Mathf.Clamp(RotateDistance, MinZoomIn, MaxZoomIn);
}
};
TouchKit.addGestureRecognizer(oneTouch);
TouchKit.addGestureRecognizer(pinch);
}
void Update ()
{
if (currentlyMoving)
{
FocusTarget();
}
else
{
var direction = GetDirection(HorizontalDelta, VerticalDelta);
transform.position = lookTarget.transform.position - direction * RotateDistance;
transform.LookAt(lookTarget.transform.position);
}
}
public void OnButtonClick()
{
var currentTarget = target.GetInstanceID() == lookTarget.GetInstanceID() ? target : target2;
var nextTarget = currentTarget.GetInstanceID() == target.GetInstanceID() ? target2 : target;
var cameraPosition = transform.position;
var targetPosition = currentTarget.transform.position;
SetMoveToTarget(nextTarget, cameraPosition - targetPosition);
}
void SetMoveToTarget(GameObject moveTo, Vector3 offset)
{
currentlyMoving = true;
targetVector = moveTo.transform.position + offset;
lookTarget = moveTo;
}
void FocusTarget()
{
transform.position = Vector3.Lerp(transform.position, targetVector, CameraMoveSpeed * Time.deltaTime);
if (Vector3.Distance(transform.position, targetVector) < 0.01)
{
transform.position = targetVector;
currentlyMoving = false;
}
}
private Vector3 GetDirection(float x, float y)
{
Quaternion q = Quaternion.Euler(y, x, 0);
return q * Vector3.forward;
}
}
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如果您出于任何原因想使用它,只需将此脚本添加到相机并设置两个目标即可。我必须制作一个更强大的版本,您可以在其中轻松添加新目标,但现在就这样了。
快乐黑客!
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