Unity实现场景漫游相机

本文实例为大家分享了Unity实现场景漫游相机的具体代码,供大家参考,具体内容如下

前言

拿到场景后总喜欢在场景里面玩一段时间,那这个脚本就是你的不二选择

代码里加了注释,改起来也很方便。

使用方法

把脚本拖拽到场景相机上,开箱即用。

  • WASD前后左右移动
  • QE为上下
  • Shift加速
  • 鼠标右键按住旋转视角
  • ESC退出游戏

源码

#if ENABLE_INPUT_SYSTEM && ENABLE_INPUT_SYSTEM_PACKAGE

#define USE_INPUT_SYSTEM

using UnityEngine.InputSystem;

using UnityEngine.InputSystem.Controls;

#endif

using UnityEngine;

public class SimpleCameraController : MonoBehaviour

{

#region 相机状态

/// <summary>

/// 相机状态

/// </summary>

class CameraState

{

public float yaw;

public float pitch;

public float roll;

public float x;

public float y;

public float z;

public void SetFromTransform(Transform t)

{

pitch = t.eulerAngles.x;

yaw = t.eulerAngles.y;

roll = t.eulerAngles.z;

x = t.position.x;

y = t.position.y;

z = t.position.z;

}

public void Translate(Vector3 translation)

{

Vector3 rotatedTranslation = Quaternion.Euler(pitch, yaw, roll) * translation;

x += rotatedTranslation.x;

y += rotatedTranslation.y;

z += rotatedTranslation.z;

}

public void LerpTowards(CameraState target, float positionLerpPct, float rotationLerpPct)

{

yaw = Mathf.Lerp(yaw, target.yaw, rotationLerpPct);

pitch = Mathf.Lerp(pitch, target.pitch, rotationLerpPct);

roll = Mathf.Lerp(roll, target.roll, rotationLerpPct);

x = Mathf.Lerp(x, target.x, positionLerpPct);

y = Mathf.Lerp(y, target.y, positionLerpPct);

z = Mathf.Lerp(z, target.z, positionLerpPct);

}

public void UpdateTransform(Transform t)

{

t.eulerAngles = new Vector3(pitch, yaw, roll);

t.position = new Vector3(x, y, z);

}

}

#endregion

CameraState m_TargetCameraState = new CameraState();

CameraState m_InterpolatingCameraState = new CameraState();

[Header("Movement Settings 移动设置")]

[Tooltip("Exponential boost factor on translation, controllable by mouse wheel. 平移的指数增强因子,可通过鼠标滚轮控制。")]

public float boost = 3.5f;

[Tooltip("Time it takes to interpolate camera position 99% of the way to the target. 将相机位置插值到目标位置99%所需的时间。"), Range(0.001f, 1f)]

public float positionLerpTime = 0.2f;

[Header("Rotation Settings 旋转设定")]

[Tooltip("X = Change in mouse position. 改变鼠标位置。\nY = Multiplicative factor for camera rotation. 相机旋转的乘性因子。")]

public AnimationCurve mouseSensitivityCurve = new AnimationCurve(new Keyframe(0f, 0.5f, 0f, 5f), new Keyframe(1f, 2.5f, 0f, 0f));

[Tooltip("Time it takes to interpolate camera rotation 99% of the way to the target. 插值相机旋转99%到目标所需的时间。"), Range(0.001f, 1f)]

public float rotationLerpTime = 0.01f;

[Tooltip("Whether or not to invert our Y axis for mouse input to rotation. 是否将鼠标输入的Y轴反转为旋转。")]

public bool invertY = false;

void OnEnable()

{

m_TargetCameraState.SetFromTransform(transform);

m_InterpolatingCameraState.SetFromTransform(transform);

}

Vector3 GetInputTranslationDirection()

{

Vector3 direction = new Vector3();

if (Input.GetKey(KeyCode.W))

{

direction += Vector3.forward;

}

if (Input.GetKey(KeyCode.S))

{

direction += Vector3.back;

}

if (Input.GetKey(KeyCode.A))

{

direction += Vector3.left;

}

if (Input.GetKey(KeyCode.D))

{

direction += Vector3.right;

}

if (Input.GetKey(KeyCode.Q))

{

direction += Vector3.down;

}

if (Input.GetKey(KeyCode.E))

{

direction += Vector3.up;

}

return direction;

}

void Update()

{

Vector3 translation = Vector3.zero;

#if ENABLE_LEGACY_INPUT_MANAGER

// Exit Sample 按下Esc键退出游戏

if (Input.GetKey(KeyCode.Escape))

{

Application.Quit();

#if UNITY_EDITOR

UnityEditor.EditorApplication.isPlaying = false;

#endif

}

// Hide and lock cursor when right mouse button pressed 按下鼠标右键时隐藏并锁定光标

if (Input.GetMouseButtonDown(1))

{

Cursor.lockState = CursorLockMode.Locked;

}

// Unlock and show cursor when right mouse button released 松开鼠标右键时解锁并显示光标

if (Input.GetMouseButtonUp(1))

{

Cursor.visible = true;

Cursor.lockState = CursorLockMode.None;

}

// Rotation 旋转

if (Input.GetMouseButton(1))

{

var mouseMovement = new Vector2(Input.GetAxis("Mouse X"), Input.GetAxis("Mouse Y") * (invertY ? 1 : -1));

var mouseSensitivityFactor = mouseSensitivityCurve.Evaluate(mouseMovement.magnitude);

m_TargetCameraState.yaw += mouseMovement.x * mouseSensitivityFactor;

m_TargetCameraState.pitch += mouseMovement.y * mouseSensitivityFactor;

}

// Translation 移动

translation = GetInputTranslationDirection() * Time.deltaTime;

// Speed up movement when shift key held 按住shift键时加速移动

if (Input.GetKey(KeyCode.LeftShift))

{

//原速度*10为按下Shift后的速度

translation *= 10.0f;

}

// Modify movement by a boost factor (defined in Inspector and modified in play mode through the mouse scroll wheel) 通过增强因子修改移动(在检查器中定义,通过鼠标滚轮在播放模式下修改)

boost += Input.mouseScrollDelta.y * 0.2f;

translation *= Mathf.Pow(2.0f, boost);

#elif USE_INPUT_SYSTEM

// TODO: make the new input system work 使新的输入系统正常工作

#endif

m_TargetCameraState.Translate(translation);

// Framerate-independent interpolation 帧率无关插值

// Calculate the lerp amount, such that we get 99% of the way to our target in the specified time 计算lerp的数量,这样我们就可以在指定的时间内到达目标的99%

var positionLerpPct = 1f - Mathf.Exp((Mathf.Log(1f - 0.99f) / positionLerpTime) * Time.deltaTime);

var rotationLerpPct = 1f - Mathf.Exp((Mathf.Log(1f - 0.99f) / rotationLerpTime) * Time.deltaTime);

m_InterpolatingCameraState.LerpTowards(m_TargetCameraState, positionLerpPct, rotationLerpPct);

m_InterpolatingCameraState.UpdateTransform(transform);

}

}

以上是 Unity实现场景漫游相机 的全部内容, 来源链接: utcz.com/z/359468.html

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