很简单的第三人称摄像机跟随控制脚本,直接挂在摄像机的对象上就可以用了。
public class SmoothCameraWithBumper : MonoBehaviour
{
public Transform target = null; //Was: [SerializeField] private Transform target = null;
[SerializeField] private float distance = 3.0f;
[SerializeField] private float height = 1.0f;
[SerializeField] private float damping = 5.0f;
[SerializeField] private bool smoothRotation = true;
[SerializeField] private float rotationDamping = 10.0f;
[SerializeField] private Vector3 targetLookAtOffset = Vector3.zero
[SerializeField] private float bumperDistanceCheck = 2.5f;
[SerializeField] private float bumperCameraHeight = 1.0f;
[SerializeField] private Vector3 bumperRayOffset = Vector3.zero;
public Quaternion adjustQuaternion { get; set; }
private Quaternion originalRotation;
private void Awake()
{
UnityEngine.Camera myCamera = GetComponent<UnityEngine.Camera>(); // Use GetComponent() for Unity 5 compatibility.
if (myCamera != null) myCamera.transform.parent = target;
adjustQuaternion = Quaternion.identity;
}
private void Start()
{
originalRotation = transform.localRotation;
}
private void FixedUpdate()
{
Vector3 wantedPosition = target.TransformPoint(0, height, -distance);
RaycastHit hit;
Vector3 back = target.transform.TransformDirection(-1 * Vector3.forward);
if (Physics.Raycast(target.TransformPoint(bumperRayOffset), back, out hit, bumperDistanceCheck)
&& hit.transform != target) // ignore ray-casts that hit the user. DR
{
wantedPosition.x = hit.point.x;
wantedPosition.z = hit.point.z;
wantedPosition.y = Mathf.Lerp(hit.point.y + bumperCameraHeight, wantedPosition.y, Time.deltaTime * damping);
}
transform.position = Vector3.Lerp(transform.position, wantedPosition, Time.deltaTime * damping);
Vector3 lookPosition = target.TransformPoint(targetLookAtOffset);
if (smoothRotation)
{
Quaternion wantedRotation = Quaternion.LookRotation(lookPosition - transform.position, target.up);
transform.rotation = Quaternion.Slerp(transform.rotation, wantedRotation, Time.deltaTime * rotationDamping);
}
else
{
transform.rotation = Quaternion.LookRotation(lookPosition - transform.position, target.up);
}
transform.localRotation = originalRotation * adjustQuaternion;
}
}
public class SmoothCameraWithBumper : MonoBehaviour
{
public Transform target = null; //Was: [SerializeField] private Transform target = null;
[SerializeField] private float distance = 3.0f;
[SerializeField] private float height = 1.0f;
[SerializeField] private float damping = 5.0f;
[SerializeField] private bool smoothRotation = true;
[SerializeField] private float rotationDamping = 10.0f;
[SerializeField] private Vector3 targetLookAtOffset = Vector3.zero
[SerializeField] private float bumperDistanceCheck = 2.5f;
[SerializeField] private float bumperCameraHeight = 1.0f;
[SerializeField] private Vector3 bumperRayOffset = Vector3.zero;
public Quaternion adjustQuaternion { get; set; }
private Quaternion originalRotation;
private void Awake()
{
UnityEngine.Camera myCamera = GetComponent<UnityEngine.Camera>(); // Use GetComponent() for Unity 5 compatibility.
if (myCamera != null) myCamera.transform.parent = target;
adjustQuaternion = Quaternion.identity;
}
private void Start()
{
originalRotation = transform.localRotation;
}
private void FixedUpdate()
{
Vector3 wantedPosition = target.TransformPoint(0, height, -distance);
RaycastHit hit;
Vector3 back = target.transform.TransformDirection(-1 * Vector3.forward);
if (Physics.Raycast(target.TransformPoint(bumperRayOffset), back, out hit, bumperDistanceCheck)
&& hit.transform != target) // ignore ray-casts that hit the user. DR
{
wantedPosition.x = hit.point.x;
wantedPosition.z = hit.point.z;
wantedPosition.y = Mathf.Lerp(hit.point.y + bumperCameraHeight, wantedPosition.y, Time.deltaTime * damping);
}
transform.position = Vector3.Lerp(transform.position, wantedPosition, Time.deltaTime * damping);
Vector3 lookPosition = target.TransformPoint(targetLookAtOffset);
if (smoothRotation)
{
Quaternion wantedRotation = Quaternion.LookRotation(lookPosition - transform.position, target.up);
transform.rotation = Quaternion.Slerp(transform.rotation, wantedRotation, Time.deltaTime * rotationDamping);
}
else
{
transform.rotation = Quaternion.LookRotation(lookPosition - transform.position, target.up);
}
transform.localRotation = originalRotation * adjustQuaternion;
}
}