using System.Collections; using System.Collections.Generic; using UnityEngine; public class cameratest : MonoBehaviour { public GameObject player; //主角 public float speed; //相机跟随速度 public float minPosx; //相机不超过背景边界 X 允许的最小值 public float maxPosx; //相机不超过背景边界 X 允许的最大值 public float minPosY; //相机不超过背景边界 Y 允许的最小值 public float maxPosY; //相机不超过背景边界 Y 允许的最大值 void Update() { FixCameraPos(); } void FixCameraPos() { float pPosX = player.transform.position.x; //主角 x轴方向 时实坐标值 float cPosX = transform.position.x; //相机 x轴方向 时实坐标值 float pPosY = player.transform.position.y; //主角 y轴方向 时实坐标值 float cPosY = transform.position.y; //相机 y轴方向 时实坐标值 if (pPosX - cPosX > 2.5f) // 并不是死死地跟随,是相机和主角之间距离超过某个值时才跟随 { transform.position = new Vector3(cPosX + speed, transform.position.y, transform.position.z); } if (pPosX - cPosX < -2.5f) { transform.position = new Vector3(cPosX - speed, transform.position.y, transform.position.z); } if (pPosY - cPosY > 1) // 并不是死死地跟随,是相机和主角之间距离超过某个值时才跟随 { transform.position = new Vector3(transform.position.x, cPosY + speed, transform.position.z); } if (pPosY - cPosY < -1) { transform.position = new Vector3(transform.position.x, cPosY - speed, transform.position.z); } float realPosX = Mathf.Clamp(transform.position.x, minPosx, maxPosx); //相机X轴方向 限制移动区间,防止超过背景边界 float realPosY = Mathf.Clamp(transform.position.y, minPosY, maxPosY); //相机Y轴方向 限制移动区间,防止超过背景边界 transform.position = new Vector3(realPosX, realPosY, transform.position.z); } }
unity2D游戏开发-相机跟随物体
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转载自www.cnblogs.com/imnotGemini/p/12602121.html
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