制作大型MMO项目中的相机视角操作

今天闲下来给大家实现个大型MMORPG项目中都会用到的功能
1.相机跟随玩家
2.左右滑动屏幕 旋转相机
3.上下滑动屏幕或使用鼠标滚轮 缩放相机及调整相机视野
上效果图:
角色移动脚本:
[C#]  纯文本查看  复制代码
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using UnityEngine;
using System.Collections;
  
public class MoveController : MonoBehaviour {
  
     Transform camera;
  
     Animator ani;
  
     NavMeshAgent nav;
  
     float h, v;
  
     Vector3 moveVec;
  
     // Use this for initialization
     void Start () {
  
         camera = Camera.main.transform;
         ani = GetComponent();
         nav = GetComponent();
  
     }
         
         // Update is called once per frame
         void Update () {
  
         h = Input.GetAxis( "Horizontal" );
         v = Input.GetAxis( "Vertical" );
         moveVec = new Vector3(h, 0, v);
  
         if (h != 0 || v != 0)
         {
             ani.SetBool( "Run" , true );
             // 根据摄像机方向 进行移动
             moveVec = Quaternion.Euler(0, camera.eulerAngles.y, 0) * moveVec;
             nav.Move(moveVec * Time.deltaTime * 5);
             RotatePlayer();
         }
         else
         {
             ani.SetBool( "Run" , false );
         }
         }
  
     private void RotatePlayer()
     {
         Vector3 vec = Quaternion.Euler(0, 0, 0) * moveVec;
         Quaternion qua = Quaternion.LookRotation(vec);
         transform.rotation = Quaternion.Lerp(transform.rotation, qua, Time.deltaTime * 100);
     }
}

相机控制脚本:
[C#]  纯文本查看  复制代码
?
 
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using UnityEngine;
  
public class ThirdCamera : MonoBehaviour
{
     public Transform target = null ;     // 目标玩家
     [SerializeField]
     [Range(0, 360)]
     float horizontalAngle = 270f;      // 水平角度
     [SerializeField]
     [Range(0, 20)]
     float initialHeight = 2f;    // 人物在视野内屏幕中的位置设置
  
     [SerializeField]
     [Range(10, 90)]
     float initialAngle = 40f;   // 初始俯视角度
     [SerializeField]
     [Range(10, 90)]
     float maxAngle = 50f;     // 最高俯视角度
     [SerializeField]
     [Range(10, 90)]
     float minAngle = 35f;     // 最低俯视角度
  
     float initialDistance;    // 初始化相机与玩家的距离 根据角度计算
     [SerializeField]
     [Range(1, 100)]
     float maxDistance = 20f;        // 相机距离玩家最大距离
     [SerializeField]
     [Range(1, 100)]
     float minDistance = 5f;        // 相机距离玩家最小距离
  
     [SerializeField]
     [Range(1, 100)]
     float zoomSpeed = 50;       // 缩放速度
  
     [SerializeField]
     [Range(1f, 200)]
     float swipeSpeed = 50;      // 左右滑动速度
  
     float scrollWheel;        // 记录滚轮数值
     float tempAngle;          // 临时存储摄像机的初始角度
     Vector3 tempVector = new Vector3();
  
     void Start()
     {
         InitCamera();
     }
  
     void Update()
     {
         ZoomCamera();
         SwipeScreen();
     }   
  
     void LateUpdate()
     {
         FollowPlayer();
         RotateCamera();
     }
  
     ///
     /// 初始化 相机与玩家距离
     ///
     void InitCamera()
     {
         tempAngle = initialAngle;
  
         initialDistance = Mathf.Sqrt((initialAngle - minAngle) / Calculate()) + minDistance;
  
         initialDistance = Mathf.Clamp(initialDistance, minDistance, maxDistance);
  
     }
  
     ///
     /// 相机跟随玩家
     ///
     void FollowPlayer()
     {
         float upRidus = Mathf.Deg2Rad * initialAngle;
         float flatRidus = Mathf.Deg2Rad * horizontalAngle;
  
         float x = initialDistance * Mathf.Cos(upRidus) * Mathf.Cos(flatRidus);
         float z = initialDistance * Mathf.Cos(upRidus) * Mathf.Sin(flatRidus);
         float y = initialDistance * Mathf.Sin(upRidus);
  
         transform.position = Vector3.zero;
         tempVector.Set(x, y, z);
         tempVector = tempVector + target.position;
         transform.position = tempVector;
         tempVector.Set(target.position.x, target.position.y + initialHeight, target.position.z);
  
         transform.LookAt(tempVector);
     }
  
     ///
     /// 缩放相机与玩家距离
     ///
     void ZoomCamera()
     {
         scrollWheel = GetZoomValue();
         if (scrollWheel != 0)
         {
             tempAngle = initialAngle - scrollWheel * 2 * (maxAngle - minAngle);
             tempAngle = Mathf.Clamp(tempAngle, minAngle, maxAngle);
         }
  
         if (tempAngle != initialAngle)
         {
             initialAngle = Mathf.Lerp(initialAngle, tempAngle, Time.deltaTime * 10);
  
             initialDistance = Mathf.Sqrt((initialAngle - minAngle) / Calculate()) + minDistance;
  
             initialDistance = Mathf.Clamp(initialDistance, minDistance, maxDistance);
         }
     }
  
     float Calculate()
     {
         float dis = maxDistance - minDistance;
         float ang = maxAngle - minAngle;
         float line = ang / (dis * dis);
         return line;
     }
  
     bool isMousePress = false ;
     Vector2 oldMousePos;
     Vector2 newMousePos;
     Vector2 mousePosOffset;
     ///
     /// 滑动屏幕 旋转相机和缩放视野
     ///
     public void SwipeScreen()
     {
         if (Input.GetMouseButtonDown(0))
         {
             oldMousePos = Vector2.zero;
             isMousePress = true ;
         }
         else if (Input.GetMouseButtonUp(0))
         {
             mousePosOffset = Vector2.zero;
             isMousePress = false ;
         }
         if (!isMousePress)
             return ;
  
         newMousePos = Input.mousePosition;
         if (oldMousePos != Vector2.zero)
         {
             mousePosOffset = newMousePos - oldMousePos;
         }
         oldMousePos = newMousePos;
     }
  
     ///
     /// 获取缩放视野数值  1.鼠标滚轮 2.屏幕上下滑动
     ///
     ///
     float GetZoomValue()
     {
         float zoomValue = 0;
         // 使用鼠标滚轮
         if (Input.GetAxis( "Mouse ScrollWheel" ) != 0)
         {
             zoomValue = Input.GetAxis( "Mouse ScrollWheel" );
         }
         else if (mousePosOffset != Vector2.zero)
         {
             zoomValue = mousePosOffset.y * Time.deltaTime * zoomSpeed * 0.01f;
         }
  
         return zoomValue;
     }
  
     float xVelocity = 0;
     ///
     /// 旋转相机
     ///
     void RotateCamera()
     {
         horizontalAngle = Mathf.SmoothDamp(horizontalAngle, horizontalAngle + mousePosOffset.x * Time.deltaTime * swipeSpeed, ref xVelocity, 0.1f);
     }
}

相机参数已测试参考值,并写明注释了:

制作大型MMO项目中的相机视角操作_第1张图片


项目使用版本:.3.4 GitHub下载地址:
https://github.com/654306663/CameraOperate


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