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  • [游戏开发-学习笔记]菜鸟慢慢飞(四)-Camera

    游戏开发中,主相机应该是最重要的GameObject之一,毕竟游戏呈现给玩家,就是通过它。
    相机的使用,在不同的游戏中,有很大的不同。这里总结一下自己学到的一些相关知识。

    固定位置-游戏过程中相机的Transform属性不改变。

    • 调整好位置后就不要动了,一般使用正交相机,即Camera-Projection选择Orthographic。Unity Manual-Camera
      适用:2D游戏。比如飞机大战,消消乐。
    • 游戏开始后,相机追踪某一物体,然后固定不动。
      游戏开始后,我们才能确定追踪物体的位置,先看代码:
     1 using UnityEngine;
     2 
     3 public class CameraController : MonoBehaviour
     4 {
     5     public GameObject player;
     6     private Vector3 offset;
     7     void Start ()
     8     {
     9         offset = transform.position - player.transform.position;
    10     }
    11     void LateUpdate ()
    12     {
    13         transform.position = player.transform.position + offset;
    14     }
    15 }
    View Code

    适用:固定视角的3D游戏。

    3D视角-围绕一个中心随意旋转

    先看代码:

    using UnityEngine;
    
    public class CameraContorller : MonoBehaviour
    {
        /// <summary>
        /// 追踪目标
        /// </summary>
        public Transform target;
        /// <summary>
        /// 旋转速度
        /// </summary>
        public float xSpeed = 200, ySpeed = 200;
        /// <summary>
        /// 缩放速度
        /// </summary>
        public float mSpeed = 10;
        /// <summary>
        /// 最小/最大限制角度
        /// </summary>
        public float yMinLimit = -50, yMaxLimit = 50;
        /// <summary>
        /// 是否使用插值运算
        /// </summary>
        public bool needDamping = true;
        /// <summary>
        /// 速度
        /// </summary>
        public float damping = 5.0f;
    
        /// <summary>
        /// 观察距离
        /// </summary>
        private float distance = 2;
        /// <summary>
        /// 最小/最大观察距离
        /// </summary>
        private float minDistance = 2, maxDistance = 30;
        /// <summary>
        /// 旋转角度
        /// </summary>
        private float x = 0.0f, y = 0.0f;
    
        void Start()
        {
            Vector3 angles = transform.eulerAngles;
            x = angles.y;
            y = angles.x;
            //根据相机的初始位置初始化距离,最大距离,最小距离;
            Vector3 offset = transform.position - target.position;
            distance = offset.magnitude;
            minDistance = distance / 5;
            maxDistance = distance * 3;
        }
    
        void LateUpdate()
        {
            if (target)
            {
                if (Input.GetMouseButton(1))//0-左键,1-右键,2-中键
                {
                    x += Input.GetAxis("Mouse X") * xSpeed * 0.02f;
                    y -= Input.GetAxis("Mouse Y") * ySpeed * 0.02f;
    
                    y = ClampAngle(y, yMinLimit, yMaxLimit);
                }
                distance -= Input.GetAxis("Mouse ScrollWheel") * mSpeed;
                distance = Mathf.Clamp(distance, minDistance, maxDistance);
    
                Quaternion rotation = Quaternion.Euler(y, x, 0.0f);
                Vector3 disVector = new Vector3(0.0f, 0.0f, -distance);
                Vector3 position = rotation * disVector + target.position;
                if (needDamping)
                {
                    transform.rotation = Quaternion.Lerp(transform.rotation, rotation, Time.deltaTime * damping);
                    Vector3 transformTemp = Vector3.Lerp(transform.position, position, Time.deltaTime * damping);
                    if (transformTemp.y <= 0)//如果相机位置在“水平面”以下,强制设置到水平面。
                    {
                        transform.position = new Vector3(transformTemp.x, 0, transformTemp.z);
                    }
                    else
                    {
                        transform.position = transformTemp;
                    }
                }
                else
                {
                    transform.rotation = rotation;
                    if (position.y <= 0)//如果相机位置在“水平面”以下,强制设置到水平面。
                    {
                        transform.position = new Vector3(position.x, 0, position.z);
                    }
                    else
                    {
                        transform.position = position;
                    }
                }
            }
        }
    
        static float ClampAngle(float angle, float min, float max)
        {
            if (angle < -360)
                angle += 360;
            if (angle > 360)
                angle -= 360;
            return Mathf.Clamp(angle, min, max);
        }
    }
    View Code

    大部分3D游戏中,我这样理解:主角看作球心,球半径玩家可以自己改变,相机的位置就在“地面”以上的半球球体上。
    上面这段代码基本做到了这个要求,并在相机到“地面”的时候有抬头看的效果。
    代码有点问题,开始游戏后相机会跳动两次,暂时放到自己的问题清单中。

    其他用法

    官方教程Tanks tutorial 中有个不常见的用法。
    不管两个Tank如何移动,相机通过前后缩放,大小缩放保证两个Tank肯定在相机视野内。
    主要代码:(官方代码写得好啊)

    private void Move ()
            {
                // Find the average position of the targets.
                FindAveragePosition ();
    
                // Smoothly transition to that position.
                transform.position = Vector3.SmoothDamp(transform.position, m_DesiredPosition, ref m_MoveVelocity, m_DampTime);
            }
    
    
            private void FindAveragePosition ()
            {
                Vector3 averagePos = new Vector3 ();
                int numTargets = 0;
    
                // Go through all the targets and add their positions together.
                for (int i = 0; i < m_Targets.Length; i++)
                {
                    // If the target isn't active, go on to the next one.
                    if (!m_Targets[i].gameObject.activeSelf)
                        continue;
    
                    // Add to the average and increment the number of targets in the average.
                    averagePos += m_Targets[i].position;
                    numTargets++;
                }
    
                // If there are targets divide the sum of the positions by the number of them to find the average.
                if (numTargets > 0)
                    averagePos /= numTargets;
    
                // Keep the same y value.
                averagePos.y = transform.position.y;
    
                // The desired position is the average position;
                m_DesiredPosition = averagePos;
            }
    
    
            private void Zoom ()
            {
                // Find the required size based on the desired position and smoothly transition to that size.
                float requiredSize = FindRequiredSize();
                m_Camera.orthographicSize = Mathf.SmoothDamp (m_Camera.orthographicSize, requiredSize, ref m_ZoomSpeed, m_DampTime);
            }
    
    
            private float FindRequiredSize ()
            {
                // Find the position the camera rig is moving towards in its local space.
                Vector3 desiredLocalPos = transform.InverseTransformPoint(m_DesiredPosition);
    
                // Start the camera's size calculation at zero.
                float size = 0f;
    
                // Go through all the targets...
                for (int i = 0; i < m_Targets.Length; i++)
                {
                    // ... and if they aren't active continue on to the next target.
                    if (!m_Targets[i].gameObject.activeSelf)
                        continue;
    
                    // Otherwise, find the position of the target in the camera's local space.
                    Vector3 targetLocalPos = transform.InverseTransformPoint(m_Targets[i].position);
    
                    // Find the position of the target from the desired position of the camera's local space.
                    Vector3 desiredPosToTarget = targetLocalPos - desiredLocalPos;
    
                    // Choose the largest out of the current size and the distance of the tank 'up' or 'down' from the camera.
                    size = Mathf.Max(size, Mathf.Abs(desiredPosToTarget.y));
    
                    // Choose the largest out of the current size and the calculated size based on the tank being to the left or right of the camera.
                    size = Mathf.Max(size, Mathf.Abs(desiredPosToTarget.x) / m_Camera.aspect);
                }
    
                // Add the edge buffer to the size.
                size += m_ScreenEdgeBuffer;
    
                // Make sure the camera's size isn't below the minimum.
                size = Mathf.Max (size, m_MinSize);
    
                return size;
            }
    View Code

    暂时放下的内容

    Unity的相机相关:

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  • 原文地址:https://www.cnblogs.com/workhai/p/6230334.html
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