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Unity实现场景漫游相机

程序员文章站 2022-03-11 09:16:28
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...

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
  /// <summary>
  /// 相机状态
  /// </summary>
  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);
  }
}

以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持。

相关标签: Unity 相机