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Photon Unity Networking基础教程 6 -

2016-11-04  本文已影响283人  浪尖儿

这部分将会知道你创建CameraWork脚本,再你玩游戏的时候让相机跟随你的角色。这个脚本和网络没什么关系,所以简短介绍。

主要内容

创建CameraWork脚本

  1. 新建一个C#脚本,命名为CameraWork

  2. 把CameraWork的内容替换成下面的代码

     using UnityEngine;
     using System.Collections;
     
     namespace Com.MyCompany.MyGame
     {
         /// <summary>
         /// Camera work. Follow a target
         /// </summary>
         public class CameraWork : MonoBehaviour
         {
             #region Public Properties
     
             [Tooltip("The distance in the local x-z plane to the target")]
             public float distance = 7.0f;
     
             [Tooltip("The height we want the camera to be above the target")]
             public float height = 3.0f;
     
             [Tooltip("The Smooth time lag for the height of the camera.")]
             public float heightSmoothLag = 0.3f;
     
             [Tooltip("Allow the camera to be offseted vertically from the target, for example giving more view of the sceneray and less ground.")]
             public Vector3 centerOffset = Vector3.zero;
     
             [Tooltip("Set this as false if a component of a prefab being instanciated by Photon Network, and manually call OnStartFollowing() when and if needed.")]
             public bool followOnStart = false;
     
             #endregion
     
             #region Private Properties
             // cached transform of the target
             Transform cameraTransform;
     
             // maintain a flag internally to reconnect if target is lost or camera is switched
             bool isFollowing;
             // Represents the current velocity, this value is modified by SmoothDamp() every time you call it.
             private float heightVelocity = 0.0f;
             // Represents the position we are trying to reach using SmoothDamp()
             private float targetHeight = 100000.0f;
             #endregion
     
             #region MonoBehaviour Messages
             /// <summary>
             /// MonoBehaviour method called on GameObject by Unity during initialization phase
             /// </summary>
             void Start()
             {
                 // Start following the target if wanted.
                 if (followOnStart)
                 {
                     OnStartFollowing();
                 }
             }
     
             /// <summary>
             /// MonoBehaviour method called after all Update functions have been called. This is useful to order script execution. For example a follow camera should always be implemented in LateUpdate because it tracks objects that might have moved inside Update.
             /// </summary>
             void LateUpdate()
             {
                 // The transform target may not destroy on level load, 
                 // so we need to cover corner cases where the Main Camera is different everytime we load a new scene, and reconnect when that happens
                 if (cameraTransform == null && isFollowing)
                 {
                     OnStartFollowing();
                 }
     
                 // only follow is explicitly declared
                 if (isFollowing)
                 {
                     Apply();
                 }
             }
             #endregion
     
             #region Public Methods
             /// <summary>
             /// Raises the start following event. 
             /// Use this when you don't know at the time of editing what to follow, typically instances managed by the photon network.
             /// </summary>
             public void OnStartFollowing()
             {
                 cameraTransform = Camera.main.transform;
                 isFollowing = true;
                 // we don't smooth anything, we go straight to the right camera shot
                 Cut();
             }
             #endregion
             
             #region Private Methods
             /// <summary>
             /// Follow the target smoothly
             /// </summary>
             void Apply()
             {
                 Vector3 targetCenter = transform.position + centerOffset;
     
                 // Calculate the current & target rotation angles
                 float originalTargetAngle = transform.eulerAngles.y;
                 float currentAngle = cameraTransform.eulerAngles.y;
     
                 // Adjust real target angle when camera is locked
                 float targetAngle = originalTargetAngle;
                 currentAngle = targetAngle;
                 targetHeight = targetCenter.y + height;
     
                 // Damp the height
                 float currentHeight = cameraTransform.position.y;
                 currentHeight = Mathf.SmoothDamp(currentHeight, targetHeight, ref heightVelocity, heightSmoothLag);
     
                 // Convert the angle into a rotation, by which we then reposition the camera
                 Quaternion 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 = new Vector3(cameraTransform.position.x, currentHeight, cameraTransform.position.z);
     
                 // Always look at the target    
                 SetUpRotation(targetCenter);
             }
     
             /// <summary>
             /// Directly position the camera to a the specified Target and center.
             /// </summary>
             void Cut()
             {
                 float oldHeightSmooth = heightSmoothLag;
                 heightSmoothLag = 0.001f;        
                 Apply();        
                 heightSmoothLag = oldHeightSmooth;
             }
     
             /// <summary>
             /// Sets up the rotation of the camera to always be behind the target
             /// </summary>
             /// <param name="centerPos">Center position.</param>
             void SetUpRotation(Vector3 centerPos)
             {
                 Vector3 cameraPos = cameraTransform.position;
                 Vector3 offsetToCenter = centerPos - cameraPos;        
     
                 // Generate base rotation only around y-axis
                 Quaternion yRotation = Quaternion.LookRotation(new Vector3(offsetToCenter.x, 0, offsetToCenter.z));        
     
                 Vector3 relativeOffset = Vector3.forward * distance + Vector3.down * height;
                 cameraTransform.rotation = yRotation * Quaternion.LookRotation(relativeOffset);        
     
             }
             #endregion
         }
     }
    
  3. 保存脚本

如果你刚刚开始与实时3d,向量和四元数学,那么跟随玩家角色的数学是复杂的。所以我尝试在本教程中解释这一点。但是如果你好奇,想学习,不要犹豫与我们联系,我们会尽最大努力解释清楚。

然而,这个脚本不仅仅是疯狂的数学,设置也是重要的,以及控制何时应该主动跟随玩家的能力。理解这点很重要:我们为什么要控制什么时候跟随玩家。

通常,让我们想象如果总是跟随玩家会发生什么。当你连接到一个充满玩家的房间,其他玩家的每个CameraWork脚本为了一直看着自己的角色会相互打架...我们不想要这种,我们只想跟随本地玩家角色,它代表的是计算机后面的用户。

一旦我们定义了这个问题,我们只有一个摄像机,但有多个Player实例,我们可以很容易找到几种方法。

这3个选项并不详尽,可以找到更多的方法,但在这3个选项中,我们将任意选择第二个。上面的选项没有更好或更坏,但是这是一个可能需要最少的编码和最灵活的...“有趣...”我听到你说:)

原文

http://doc.photonengine.com/en-us/pun/current/tutorials/pun-basics-tutorial/player-camera-work

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