【发布时间】:2015-04-13 12:39:41
【问题描述】:
现在,我遇到了很多问题,我一直在使用他们作为 2D 资产包的一部分提供的基本 Unity 代码,如下所示: 使用 UnityEngine; 使用 System.Collections;
public class Camera2DFollow : MonoBehaviour {
public Transform target;
public float damping = 1;
public float lookAheadFactor = 3;
public float lookAheadReturnSpeed = 0.5f;
public float lookAheadMoveThreshold = 0.1f;
public float yPosRestriction = -1;
float offsetZ;
Vector3 lastTargetPosition;
Vector3 currentVelocity;
Vector3 lookAheadPos;
float nextTimeToSearch = 0;
// Use this for initialization
void Start () {
lastTargetPosition = target.position;
offsetZ = (transform.position - target.position).z;
transform.parent = null;
}
// Update is called once per frame
void Update () {
if (target == null) {
FindPlayer ();
return;
}
// only update lookahead pos if accelerating or changed direction
float xMoveDelta = (target.position - lastTargetPosition).x;
bool updateLookAheadTarget = Mathf.Abs(xMoveDelta) > lookAheadMoveThreshold;
if (updateLookAheadTarget) {
lookAheadPos = lookAheadFactor * Vector3.right * Mathf.Sign(xMoveDelta);
} else {
lookAheadPos = Vector3.MoveTowards(lookAheadPos, Vector3.zero, Time.deltaTime * lookAheadReturnSpeed);
}
Vector3 aheadTargetPos = target.position + lookAheadPos + Vector3.forward * offsetZ;
Vector3 newPos = Vector3.SmoothDamp(transform.position, aheadTargetPos, ref currentVelocity, damping);
newPos = new Vector3 (newPos.x, Mathf.Clamp (newPos.y, yPosRestriction, Mathf.Infinity), newPos.z);
transform.position = newPos;
lastTargetPosition = target.position;
}
void FindPlayer () {
if (nextTimeToSearch <= Time.time) {
GameObject searchResult = GameObject.FindGameObjectWithTag ("Player");
if (searchResult != null)
target = searchResult.transform;
nextTimeToSearch = Time.time + 0.5f;
}
}
}
我遇到此问题的主要原因之一是因为我对 Unity 还很陌生,并且实际上只接触过 UnityScript,但我的主要问题是随着我游戏中火箭速度的增加,相机开始结结巴巴,我感觉是和阻尼有关?
【问题讨论】:
-
您尝试过使用 iTween 吗?我已将 iTween 脚本放在相机上,它有助于消除口吃。
标签: c# unity3d game-physics