相机绕目标点移动旋转控制

相机从任意位置进入到角色模型LookAt模式,相机的移动方式

根据目标模型旋转角度,确定相机最终旋转角度,插值改变相机角度

确定相机最终距离目标点距离

插值改变距离和角度

public class TestMove : MonoBehaviour
{

    public GameObject targetObj;
    
    private WaitForEndOfFrame m_EndofFrame = new WaitForEndOfFrame();
    // Start is called before the first frame update
    void Start()
    {
        StartCoroutine(moveCamera());
    }

    // Update is called once per frame
    void Update()
    {
        Vector3 direction =  new Vector3(Input.GetAxis("Horizontal"),0,Input.GetAxis("Vertical"));

        Camera.main.transform.position += Camera.main.transform.rotation * direction * 5;
    }

    private IEnumerator moveCamera()
    {
        float beginTime = Time.time;

        Quaternion startRotation = Camera.main.transform.rotation;

        float yawData = targetObj.transform.eulerAngles.y + 180;
        Quaternion endRotation = Quaternion.Euler(20,yawData,0);

        float startDis = Vector3.Distance(Camera.main.transform.position, targetObj.transform.position);

        float endDis = 5;

        float animTime = 3;

        Vector3 currentPos;
        while (true)
        {
            float timeSinceBegin = Time.time - beginTime;

            if (timeSinceBegin>animTime)
            {
                break;
            }

            float t = timeSinceBegin / animTime;

            float currentDis = Mathf.Lerp(startDis, endDis, t);
            Camera.main.transform.rotation = Quaternion.Slerp(startRotation,endRotation,t);
            
            currentPos = targetObj.transform.position - Camera.main.transform.rotation * Vector3.forward * currentDis;

            Camera.main.transform.position = currentPos;

            yield return m_EndofFrame;
        }
    }
}

关键点:!!

currentPos = targetObj.transform.position - Camera.main.transform.rotation * Vector3.forward * currentDis;

相机拉近拉远,只需要改变相机前后移动

相机绕目标点旋转,则是改变相机旋转角度,当与目标点距离保持不变的情况下,可以根据上述代码实现相机绕目标点旋转

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转载自blog.csdn.net/l17768346260/article/details/119615986