首页
学习
活动
专区
圈层
工具
发布
社区首页 >问答首页 >Unity3D -使用Transform.LookAt时自上而下的相机逻辑被锁定

问Unity3D -使用Transform.LookAt时自上而下的相机逻辑被锁定
EN

Stack Overflow用户
提问于 2013-04-18 23:55:52
回答 1查看 884关注 0票数 1

我已经建立了一个自定义自上而下的相机逻辑脚本,基于Unity3D的ThirdPersonCamera.js脚本。一切看起来都正常工作,相机跟随目标玩家在XZ平面上,甚至在玩家跳跃时沿着Y轴移动。

只是摄像机没在盯着玩家看。因此,我尝试在cameraTransform上使用cameraTransform()让摄像机直接向下看播放机。这确实会导致相机在播放器上正确地向下看,但是通过WASD的移动不再有效。玩家就坐在那里。不过,使用Spacebar进行跳跃仍然有效。

这对我来说是没有意义的,相机变换的方向如何影响玩家物体的运动呢?

我的脚本的代码如下:

代码语言:javascript
复制
// The transform of the camera that we're manipulating
var cameraTransform : Transform;

// The postion that the camera is currently focused on
var focusPosition = Vector3.zero;

// The idle height we are aiming to be above the target when the target isn't moving
var idleHeight = 7.0;

// How long should it take the camera to focus on the target on the XZ plane
var xzSmoothLag = 0.3;

// How long should it take the camera to focus on the target vertically
var heightSmoothLag = 0.3;


private var _target : Transform;
private var _controller : ThirdPersonController;

private var _centerOffset = Vector3.zero;
private var _headOffset = Vector3.zero;
private var _footOffset = Vector3.zero;

private var _xzVelocity = 0.0;
private var _yVelocity  = 0.0;
private var _cameraHeightVelocity = 0.0;


// ===== UTILITY FUNCTIONS =====

// Apply the camera logic to the camera with respect for the target
function process()
{
    // Early out if we don't have a target
    if ( !_controller )
        return;

    var targetCenter = _target.position + _centerOffset;
    var targetHead   = _target.position + _headOffset;
    var targetFoot   = _target.position + _footOffset;

    // Determine the XZ offset of the focus position from the target foot
    var xzOffset = Vector2(focusPosition.x, focusPosition.z) - Vector2(targetFoot.x, targetFoot.z);

    // Determine the distance of the XZ offset
    var xzDistance = xzOffset.magnitude;

    // Determine the Y distance of the focus position from the target foot
    var yDistance = focusPosition.y - targetFoot.y;

    // Damp the XZ distance
    xzDistance = Mathf.SmoothDamp(xzDistance, 0.0, _xzVelocity, xzSmoothLag);

    // Damp the XZ offset
    xzOffset *= xzDistance;

    // Damp the Y distance
    yDistance = Mathf.SmoothDamp(yDistance, 0.0, _yVelocity, heightSmoothLag);

    // Reposition the focus position by the dampened distances
    focusPosition.x = targetFoot.x + xzOffset.x;
    focusPosition.y = targetFoot.y + yDistance;
    focusPosition.z = targetFoot.z + xzOffset.y;

    var minCameraHeight = targetHead.y;
    var targetCameraHeight = minCameraHeight + idleHeight;

    // Determine the current camera height with respect to the minimum camera height
    var currentCameraHeight = Mathf.Max(cameraTransform.position.y, minCameraHeight);

    // Damp the camera height
    currentCameraHeight = Mathf.SmoothDamp( currentCameraHeight, targetCameraHeight, _cameraHeightVelocity, heightSmoothLag );

    // Position the camera over the focus position
    cameraTransform.position = focusPosition;
    cameraTransform.position.y = currentCameraHeight;

// PROBLEM CODE - BEGIN

    // Have the camera look at the focus position
    cameraTransform.LookAt(focusPosition, Vector3.forward);

// PROBLEM CODE - END

    Debug.Log("Camera Focus Position: " + focusPosition);
    Debug.Log("Camera Transform Position: " + cameraTransform.position);
}

// ===== END UTILITY FUNCTIONS =====


// ===== UNITY FUNCTIONS =====

// Initialize the script
function Awake( )
{
    // If the camera transform is unassigned and we have a main camera, 
    //   set the camera transform to the main camera's transform
    if ( !cameraTransform && Camera.main )
        cameraTransform = Camera.main.transform;

    // If we don't have a camera transform, report an error
    if ( !cameraTransform )
    {
        Debug.Log( "Please assign a camera to the TopDownThirdPersonCamera script." );
        enabled = false;    
    }

    // Set the target to the game object transform
    _target = transform;

    // If we have a target set the controller to the target's third person controller
    if ( _target )
    {
        _controller = _target.GetComponent( ThirdPersonController );
    }

    // If we have a controller, calculate the center offset and head offset
    if ( _controller )
    {
        var characterController : CharacterController = _target.collider;
        _centerOffset = characterController.bounds.center - _target.position;
        _headOffset = _centerOffset;
        _headOffset.y = characterController.bounds.max.y - _target.position.y;
        _footOffset = _centerOffset;
        _footOffset.y = characterController.bounds.min.y - _target.position.y;
    }
    // If we don't have a controller, report an error
    else
        Debug.Log( "Please assign a target to the camera that has a ThirdPersonController script attached." );

    // Apply the camera logic to the camera
    process();
}

function LateUpdate( )
{
    // Apply the camera logic to the camera
    process();
}

// ===== END UNITY FUNCTIONS =====

我已经用问题代码注释标记了问题代码部分。如果问题代码被删除,它允许WASD移动再次工作,但是相机不再盯着目标。

对这个问题的任何见解都是非常感谢的。

EN

回答 1

Stack Overflow用户

发布于 2013-04-19 00:49:30

我想出了问题,问题在于我正在使用的ThirdPersonController.js脚本。在函数UpdateSmoothedMovementDirection()中,ThirdPersonController使用cameraTransform根据摄像机所观察的位置确定XZ平面的前进方向。在此过程中,它将Y轴归零,并将剩下的归零。

我在自定义的cameraTransform.LookAt脚本中执行的TopDownCamera.js ()调用让摄像机直接向下看Y轴。因此,当ThirdPersonController抓住它并将Y轴归零时,我最终得到的方向为零,这导致XZ运动无处可去。

复制ThirdPersonController.js并修改代码,以便:

代码语言:javascript
复制
var forward = cameraTransform.TransformDirection(Vector3.forward);
forward.y = 0;
forward = forward.normalized;

变成:

代码语言:javascript
复制
forward = Vector3.forward;

解决了这个问题。

票数 1
EN
页面原文内容由Stack Overflow提供。腾讯云小微IT领域专用引擎提供翻译支持
原文链接:

https://stackoverflow.com/questions/16095025

复制
相关文章

相似问题

领券
问题归档专栏文章快讯文章归档关键词归档开发者手册归档开发者手册 Section 归档