地图需要添加 BoxCollider2D
using UnityEngine;
using System.Collections;
public class CameraController : MonoBehaviour
{
public Transform player;//获得角色
public Vector2 Margin;//相机与角色的相对范围
public Vector2 smoothing;//相机移动的平滑度
public BoxCollider2D Bounds;//背景的边界
private Vector3 _min;//边界最大值
private Vector3 _max;//边界最小值
public bool IsFollowing { get; set; }//用来判断是否跟随
void Start()
{
_min = Bounds.bounds.min;//初始化边界最小值(边界左下角)
_max = Bounds.bounds.max;//初始化边界最大值(边界右上角)
IsFollowing = true;//默认为跟随
}
void Update()
{
var x = transform.position.x;
var y = transform.position.y;
if (IsFollowing)
{
if (Mathf.Abs(x - player.position.x) > Margin.x)
{//如果相机与角色的x轴距离超过了最大范围则将x平滑的移动到目标点的x
x = Mathf.Lerp(x, player.position.x, smoothing.x * Time.deltaTime);
}
if (Mathf.Abs(y - player.position.y) > Margin.y)
{//如果相机与角色的y轴距离超过了最大范围则将x平滑的移动到目标点的y
y = Mathf.Lerp(y, player.position.y, smoothing.y * Time.deltaTime);
}
}
float orthographicSize = GetComponent<Camera>().orthographicSize;//orthographicSize代表相机(或者称为游戏视窗)竖直方向一半的范围大小,且不随屏幕分辨率变化(水平方向会变)
var cameraHalfWidth = orthographicSize * ((float)Screen.width / Screen.height);//的到视窗水平方向一半的大小
x = Mathf.Clamp(x, _min.x + cameraHalfWidth, _max.x - cameraHalfWidth);//限定x值
y = Mathf.Clamp(y, _min.y + orthographicSize, _max.y - orthographicSize);//限定y值
transform.position = new Vector3(x, y, transform.position.z);//改变相机的位置
}
}