unity2D游戏开发-相机跟随物体

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);
    }
}

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转载自www.cnblogs.com/imnotGemini/p/12602121.html