直接上代码,首先在场景里创建一个可以移动的人物,然后将该脚本挂载在摄像机上即可实现人物跟随功能。
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class FollowPlayer : MonoBehaviour
{
private Transform player;
private Vector3 offsetPosition; // 位置偏移
private bool isRotating = false;
public float distance = 0;
public float scrollSpeed = 10;
public float rotateSpeed = 2;
// Start is called before the first frame update
void Start()
{
player = GameObject.FindGameObjectWithTag(Tags.player).transform;
transform.LookAt(player.position);
offsetPosition = transform.position - player.position;
}
// Update is called once per frame
void Update()
{
transform.position = offsetPosition + player.position;
RotateView();
ScrollView();
}
void ScrollView()
{
distance = offsetPosition.magnitude;
distance += Input.GetAxis("Mouse ScrollWheel") * scrollSpeed;
distance = Mathf.Clamp(distance, 2, 18);
offsetPosition = offsetPosition.normalized * distance;
}
void RotateView()
{
if (Input.GetMouseButtonDown(1))
{
isRotating = true;
}
if (Input.GetMouseButtonUp(1))
{
isRotating = false;
}
if (isRotating)
{
transform.RotateAround(player.position, player.up, rotateSpeed * Input.GetAxis("Mouse X"));
Vector3 originalPos = transform.position;
Quaternion originalRotation = transform.rotation;
transform.RotateAround(player.position, transform.right, -rotateSpeed * Input.GetAxis("Mouse Y"));
float x = transform.eulerAngles.x;
// 当超出范围之后,将属性归位原来的,就是让旋转无效
if (x < 10 || x > 80)
{
transform.position = originalPos;
transform.rotation = originalRotation;
}
}
offsetPosition = transform.position - player.position;
}
}