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使用Unity3D从UnityScript到C#的摄影机平滑跟随2D_C#_Camera_Unity3d_Unityscript - Fatal编程技术网

使用Unity3D从UnityScript到C#的摄影机平滑跟随2D

使用Unity3D从UnityScript到C#的摄影机平滑跟随2D,c#,camera,unity3d,unityscript,C#,Camera,Unity3d,Unityscript,我正在制作一个脚本,用于Unity3D的主要摄影机对象,以便摄影机跟随2D平台世界中的角色 我试图把它从一个unyScript脚本翻译成C,我在第26行中得到了一个错误:“不能修改UNIYEngEngult.Trime.Posits的值类型返回值。考虑将值存储在一个临时变量中。” 原始UnityScript版本 var cameraTarget : GameObject; var player : GameObject; var smoothTime : float = 0,1; var ca

我正在制作一个脚本,用于Unity3D的主要摄影机对象,以便摄影机跟随2D平台世界中的角色

我试图把它从一个unyScript脚本翻译成C,我在第26行中得到了一个错误:“不能修改UNIYEngEngult.Trime.Posits的值类型返回值。考虑将值存储在一个临时变量中。”

原始UnityScript版本

var cameraTarget : GameObject;
var player : GameObject;

var smoothTime : float = 0,1;
var cameraFollowX : boolean = true;
var cameraFollowY : boolean = true;
var cameraFollowHeight : boolean = false;
var cameraHeight : float = 2.5;
var velocity : Vector2;
private var thisTransform : Transform;

function Start ()
{
  thisTransform = transform;
}

function Update () 
{

if (cameraFollowX)
{
  thisTransform.position.x = Mathf.SmoothDamp (thisTransform.position.x, cameraTarget.transform.position.x, velocity.x, smoothTime);
}

if (cameraFollowY)
{
  thisTransform.position.y = Mathf.SmoothDamp (thisTransform.position.y, cameraTarget.transform.position.y, velocity.y, smoothTime);
}

if (!cameraFollowX & cameraFollowHeight)
{
  camera.transform.position.y = cameraHeight;
}

}
using UnityEngine;
using System.Collections;

public class CameraSmoothFollow : MonoBehaviour {

    public GameObject cameraTarget; // object to look at or follow
    public GameObject player; // player object for moving

    public float smoothTime = 0.1f; // time for dampen
    public bool cameraFollowX = true; // camera follows on horizontal
    public bool cameraFollowY = true; // camera follows on vertical
    public bool cameraFollowHeight = true; // camera follow CameraTarget object height
    public float cameraHeight = 2.5f; // height of camera adjustable
    public Vector2 velocity; // speed of camera movement

    private Transform thisTransform; // camera Transform

    // Use this for initialization
    void Start () {
        thisTransform = transform;
    }

    // Update is called once per frame
    void Update () {
        if (cameraFollowX){
            thisTransform.position.x = Mathf.SmoothDamp (thisTransform.position.x, cameraTarget.transform.position.x, ref velocity.x, smoothTime); // Here i get the error
        }
        if (cameraFollowY) {
        // to do    
        }
        if (!cameraFollowX & cameraFollowHeight) {
        // to do
        }
    }
}
我的C#版本

var cameraTarget : GameObject;
var player : GameObject;

var smoothTime : float = 0,1;
var cameraFollowX : boolean = true;
var cameraFollowY : boolean = true;
var cameraFollowHeight : boolean = false;
var cameraHeight : float = 2.5;
var velocity : Vector2;
private var thisTransform : Transform;

function Start ()
{
  thisTransform = transform;
}

function Update () 
{

if (cameraFollowX)
{
  thisTransform.position.x = Mathf.SmoothDamp (thisTransform.position.x, cameraTarget.transform.position.x, velocity.x, smoothTime);
}

if (cameraFollowY)
{
  thisTransform.position.y = Mathf.SmoothDamp (thisTransform.position.y, cameraTarget.transform.position.y, velocity.y, smoothTime);
}

if (!cameraFollowX & cameraFollowHeight)
{
  camera.transform.position.y = cameraHeight;
}

}
using UnityEngine;
using System.Collections;

public class CameraSmoothFollow : MonoBehaviour {

    public GameObject cameraTarget; // object to look at or follow
    public GameObject player; // player object for moving

    public float smoothTime = 0.1f; // time for dampen
    public bool cameraFollowX = true; // camera follows on horizontal
    public bool cameraFollowY = true; // camera follows on vertical
    public bool cameraFollowHeight = true; // camera follow CameraTarget object height
    public float cameraHeight = 2.5f; // height of camera adjustable
    public Vector2 velocity; // speed of camera movement

    private Transform thisTransform; // camera Transform

    // Use this for initialization
    void Start () {
        thisTransform = transform;
    }

    // Update is called once per frame
    void Update () {
        if (cameraFollowX){
            thisTransform.position.x = Mathf.SmoothDamp (thisTransform.position.x, cameraTarget.transform.position.x, ref velocity.x, smoothTime); // Here i get the error
        }
        if (cameraFollowY) {
        // to do    
        }
        if (!cameraFollowX & cameraFollowHeight) {
        // to do
        }
    }
}

任何帮助都将不胜感激。

发生此错误的原因是
转换。位置
属于值类型(可能是
结构
)。这意味着当您访问
位置的X属性时,您访问的是一个副本,而不是真实的对象。要指定给position属性,您需要创建一个新矢量3并将其指定给position属性。您的代码将如下所示:

thisTransform.position = new Vector3 (Mathf.SmoothDamp (thisTransform.position.x, cameraTarget.transform.position.x, ref velocity.x, smoothTime), thisTransform.position.y, thisTransform.position.z);
或者更干净一些:

float tempX = new Vector3 (Mathf.SmoothDamp (thisTransform.position.x, cameraTarget.transform.position.x, ref velocity.x, smoothTime);
thisTransform.position = new Vector3 (tempX, thisTransform.position.y, thisTransform.position.z);

您还可以将此平滑跟随脚本用于2d和3d摄影机,其操作非常简单

using UnityEngine;
using System.Collections;

public class FollowCamera : MonoBehaviour {

public float interpVelocity;
public float minDistance;
public float followDistance;
public GameObject target;
public Vector3 offset;
Vector3 targetPos;
// Use this for initialization
void Start () {
    targetPos = transform.position;
}

// Update is called once per frame
void FixedUpdate () {
    if (target)
    {
        Vector3 posNoZ = transform.position;
        posNoZ.z = target.transform.position.z;

        Vector3 targetDirection = (target.transform.position - posNoZ);

        interpVelocity = targetDirection.magnitude * 5f;

        targetPos = transform.position + (targetDirection.normalized * interpVelocity * Time.deltaTime); 

        transform.position = Vector3.Lerp( transform.position, targetPos + offset, 0.25f);

    }
}
}
从github这里得到的

使用
fixeupdate()


如果是
Update()
则会发生相机抖动。

如果它也能与我的3d相机配合使用,将会更有趣。让我查一查。。顺便说一句,谢谢:)这是错误的,FixeUpdate是物理版,你应该在Update()中更新玩家的移动,而不是FixeUpdate()中