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  • 在3dmax中导入的动画摄像机巡游与主摄像机之间的切换

    添加脚本位置

        First Person Controller: 添加CameraSwitch脚本

                下层物体 graphic

                            MainCamera

        AnimationCamera:从3dmax中导入,添加CameraSwitch脚本

                 下层物体 camera  新建并作为子物体

    cameraswitch代码:

    var camera1 : Camera;
    var camera2 : Camera;
    //var customskin : GUISkin;
    private var programeGoon : boolean = true;

    /*function Start(){

       programeGoon = true;
       //mouselook1 = GetComponent("mouseCameraCsharp");

    }*/
    function Update () {
         if(programeGoon)
      {
         camera1.enabled = true;
            camera2.enabled = false;
      programeGoon = false;
      }
         var fpswalker : FPSWalker = GetComponent(FPSWalker);
         var mouseControl = GetComponent("RightMouseControl");
         if(camera1.enabled)
         {
      mouseControl.enabled = true;
      fpswalker.enabled = true;
      }
      if(!camera1.enabled)
     {
      mouseControl.enabled = false;
      fpswalker.enabled = false;
     }
    }
    function OnGUI () {
    //GUI.skin = customskin;
    GUI.Box (Rect (10,10,100,90), "Camera Switch");

    // Make the first button. If it is pressed, Application.Loadlevel (1) will be executed
    if (GUI.Button (Rect (20,40,80,20), "Camera 1")) {
      camera1.enabled = true;
            camera2.enabled = false;
    }
    // Make the second button.
    if (GUI.Button (Rect (20,70,80,20), "Camera 2")) {
      camera1.enabled = false;
            camera2.enabled = true;
    }

    }


    }

    本文来自CSDN博客,转载请标明出处:http://blog.csdn.net/ouczoe/archive/2010/01/11/5174240.aspx

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  • 原文地址:https://www.cnblogs.com/softimagewht/p/1879698.html
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