Camera Kick脚本 简化版



 在不影响整体功能情况下,CameraKick这个脚本简化如下:

//CameraKick.cs by Azuline Studios© All Rights Reserved
//Camera positioning and angle management for smooth camera kicks and animations.
using UnityEngine;
using System.Collections;

public class CameraKick : MonoBehaviour {
	//other objects accessed by this script
	[HideInInspector]
	public GameObject gun;//this variable updated by PlayerWeapons script
	[HideInInspector]
	public GameObject playerObj;
	[HideInInspector]
	public GameObject weaponObj;
	private Transform myTransform;
	private FPSRigidBodyWalker FPSWalkerComponent;
	private Ironsights IronsightsComponent;
	private FPSPlayer FPSPlayerComponent;
	private WorldRecenter WorldRecenterComponent;
	//camera angles
	[HideInInspector]
	public float CameraYawAmt = 0.0f;//this value is modified by animations and added to camera angles
	[HideInInspector]
	public float CameraPitchAmt = 0.0f;//this value is modified by animations and added to camera angles
	[HideInInspector]
	public float CameraRollAmt = 0.0f;//this value is modified by animations and added to camera angles
//	private float timer;
//	private float waveslice;
	[HideInInspector]
	public Vector3 bobAngles = new Vector3(0,0,0);//view bobbing angles are sent here from the HeadBob script
	private float returnSpeed = 4.0f;//speed that camera angles return to neutral
	private bool animState = false;
	//to move gun and view down slightly on contact with ground
	private bool  landState = false;
	private float landStartTime = 0.0f;
	private float landElapsedTime = 0.0f;
	private float landTime = 0.35f;
	private float landAmt = 20.0f;
	private float landValue = 0.0f;
	//weapon position
	private float gunDown = 0.0f;
	[HideInInspector]
	public float dampOriginX = 0.0f;//Player X position is passed from the GunBob script
	[HideInInspector]
	public float dampOriginY = 0.0f;//Player Y position is passed from the HeadBob script
	//camera position vars
	private Vector3 tempLerpPos;
	private float lerpSpeed;
	private Transform playerObjTransform;
	private Transform mainCameraTransform;

	void LateUpdate (){
        transform.parent.transform.position = playerObj.transform.position;
        transform.position = playerObj.transform.position;
        transform.localRotation = Quaternion.identity;
	}
}


FR:海涛高软(Hunk Xu)
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转载自blog.csdn.net/qq_15267341/article/details/82385496