//第三人称摄像机更随 var cameraTransform : Transform; //跟随相机 private var _target : Transform; //跟随物体 // The distance in the x-z plane to the target var distance = 7.0; //相机距离物理的距离 // the height we want the camera to be above the target var height = 3.0; //相机距离物体的高度 var angularSmoothLag = 0.3; var angularMaxSpeed = 15.0; var heightSmoothLag = 0.3; var snapSmoothLag = 0.2; var snapMaxSpeed = 720.0; var clampHeadPositionScreenSpace = 0.75; var lockCameraTimeout = 0.2; private var headOffset = Vector3.zero; private var centerOffset = Vector3.zero; private var heightVelocity = 0.0; private var angleVelocity = 0.0; private var snap = false; private var controller : ThirdPersonController; private var targetHeight = 100000.0; function Awake () { if(!cameraTransform && Camera.main) cameraTransform = Camera.main.transform; //获取主相机 if(!cameraTransform) { Debug.Log("Please assign a camera to the ThirdPersonCamera script."); enabled = false; } _target = transform; if (_target) { controller = _target.GetComponent(ThirdPersonController); } if (controller) { var characterController : CharacterController = _target.collider; centerOffset = characterController.bounds.center - _target.position; headOffset = centerOffset; headOffset.y = characterController.bounds.max.y - _target.position.y; } else Debug.Log("Please assign a target to the camera that has a ThirdPersonController script attached."); Cut(_target, centerOffset); } function DebugDrawStuff () { Debug.DrawLine(_target.position, _target.position + headOffset); } function AngleDistance (a : float, b : float) { a = Mathf.Repeat(a, 360); b = Mathf.Repeat(b, 360); return Mathf.Abs(b - a); } function Apply (dummyTarget : Transform, dummyCenter : Vector3) { // Early out if we don't have a target if (!controller) return; var targetCenter = _target.position + centerOffset; var targetHead = _target.position + headOffset; // DebugDrawStuff(); // Calculate the current & target rotation angles var originalTargetAngle = _target.eulerAngles.y; var currentAngle = cameraTransform.eulerAngles.y; // Adjust real target angle when camera is locked var targetAngle = originalTargetAngle; // When pressing Fire2 (alt) the camera will snap to the target direction real quick. // It will stop snapping when it reaches the target if (Input.GetButton("Fire2")) snap = true; if (snap) { // We are close to the target, so we can stop snapping now! if (AngleDistance (currentAngle, originalTargetAngle) < 3.0) snap = false; currentAngle = Mathf.SmoothDampAngle(currentAngle, targetAngle, angleVelocity, snapSmoothLag, snapMaxSpeed); } // Normal camera motion else { if (controller.GetLockCameraTimer () < lockCameraTimeout) { targetAngle = currentAngle; } // Lock the camera when moving backwards! // * It is really confusing to do 180 degree spins when turning around. if (AngleDistance (currentAngle, targetAngle) > 160 && controller.IsMovingBackwards ()) targetAngle += 180; currentAngle = Mathf.SmoothDampAngle(currentAngle, targetAngle, angleVelocity, angularSmoothLag, angularMaxSpeed); } // When jumping don't move camera upwards but only down! if (controller.IsJumping ()) { // We'd be moving the camera upwards, do that only if it's really high var newTargetHeight = targetCenter.y + height; if (newTargetHeight < targetHeight || newTargetHeight - targetHeight > 5) targetHeight = targetCenter.y + height; } // When walking always update the target height else { targetHeight = targetCenter.y + height; } // Damp the height var currentHeight = cameraTransform.position.y; currentHeight = Mathf.SmoothDamp (currentHeight, targetHeight, heightVelocity, heightSmoothLag); // Convert the angle into a rotation, by which we then reposition the camera var currentRotation = Quaternion.Euler (0, currentAngle, 0); // Set the position of the camera on the x-z plane to: // distance meters behind the target cameraTransform.position = targetCenter; cameraTransform.position += currentRotation * Vector3.back * distance; // Set the height of the camera cameraTransform.position.y = currentHeight; // Always look at the target SetUpRotation(targetCenter, targetHead); } function LateUpdate () { Apply (transform, Vector3.zero); } function Cut (dummyTarget : Transform, dummyCenter : Vector3) { var oldHeightSmooth = heightSmoothLag; var oldSnapMaxSpeed = snapMaxSpeed; var oldSnapSmooth = snapSmoothLag; snapMaxSpeed = 10000; snapSmoothLag = 0.001; heightSmoothLag = 0.001; snap = true; Apply (transform, Vector3.zero); heightSmoothLag = oldHeightSmooth; snapMaxSpeed = oldSnapMaxSpeed; snapSmoothLag = oldSnapSmooth; } function SetUpRotation (centerPos : Vector3, headPos : Vector3) { // Now it's getting hairy. The devil is in the details here, the big issue is jumping of course. // * When jumping up and down we don't want to center the guy in screen space. // This is important to give a feel for how high you jump and avoiding large camera movements. // // * At the same time we dont want him to ever go out of screen and we want all rotations to be totally smooth. // // So here is what we will do: // // 1. We first find the rotation around the y axis. Thus he is always centered on the y-axis // 2. When grounded we make him be centered // 3. When jumping we keep the camera rotation but rotate the camera to get him back into view if his head is above some threshold // 4. When landing we smoothly interpolate towards centering him on screen var cameraPos = cameraTransform.position; var offsetToCenter = centerPos - cameraPos; // Generate base rotation only around y-axis var yRotation = Quaternion.LookRotation(Vector3(offsetToCenter.x, 0, offsetToCenter.z)); var relativeOffset = Vector3.forward * distance + Vector3.down * height; cameraTransform.rotation = yRotation * Quaternion.LookRotation(relativeOffset); // Calculate the projected center position and top position in world space var centerRay = cameraTransform.camera.ViewportPointToRay(Vector3(.5, 0.5, 1)); var topRay = cameraTransform.camera.ViewportPointToRay(Vector3(.5, clampHeadPositionScreenSpace, 1)); var centerRayPos = centerRay.GetPoint(distance); var topRayPos = topRay.GetPoint(distance); var centerToTopAngle = Vector3.Angle(centerRay.direction, topRay.direction); var heightToAngle = centerToTopAngle / (centerRayPos.y - topRayPos.y); var extraLookAngle = heightToAngle * (centerRayPos.y - centerPos.y); if (extraLookAngle < centerToTopAngle) { extraLookAngle = 0; } else { extraLookAngle = extraLookAngle - centerToTopAngle; cameraTransform.rotation *= Quaternion.Euler(-extraLookAngle, 0, 0); } } function GetCenterOffset () { return centerOffset; }
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