Unity实现场景漫游相机

这篇文章主要为大家详细介绍了Unity实现场景漫游相机,文中示例代码介绍的非常详细,具有一定的参考价值,感兴趣的小伙伴们可以参考一下

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 ///  /// 相机状态 ///  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); } }

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