Unity3d Unity相机平滑/减轻阻力
当我拖动相机时,我试图使相机放松或产生惯性,这样当我放下相机时,相机就会轻松就位。我想根据我投掷/拖动相机的力来移动它 这是我用来拖动相机的实际代码,但里面没有平滑的缓和Unity3d Unity相机平滑/减轻阻力,unity3d,camera,drag-and-drop,smooth-scrolling,easing,Unity3d,Camera,Drag And Drop,Smooth Scrolling,Easing,当我拖动相机时,我试图使相机放松或产生惯性,这样当我放下相机时,相机就会轻松就位。我想根据我投掷/拖动相机的力来移动它 这是我用来拖动相机的实际代码,但里面没有平滑的缓和 using UnityEngine; using System.Collections; public class swipeCamera: MonoBehaviour { Vector3 hit_position = Vector3.zero; Vector3 current_position = Vect
using UnityEngine;
using System.Collections;
public class swipeCamera: MonoBehaviour
{
Vector3 hit_position = Vector3.zero;
Vector3 current_position = Vector3.zero;
Vector3 camera_position = Vector3.zero;
float z = 0.0f;
// Use this for initialization
void Start()
{
}
void Update()
{
if (Input.GetMouseButtonDown(0))
{
hit_position = Input.mousePosition;
camera_position = transform.position;
}
if (Input.GetMouseButton(0))
{
current_position = Input.mousePosition;
LeftMouseDrag();
}
}
void LeftMouseDrag()
{
// From the Unity3D docs: "The z position is in world units from the camera." In my case I'm using the y-axis as height
// with my camera facing back down the y-axis. You can ignore this when the camera is orthograhic.
current_position.z = hit_position.z = camera_position.y;
// Get direction of movement. (Note: Don't normalize, the magnitude of change is going to be Vector3.Distance(current_position-hit_position)
// anyways.
Vector3 direction = Camera.main.ScreenToWorldPoint(current_position) - Camera.main.ScreenToWorldPoint(hit_position);
// Invert direction to that terrain appears to move with the mouse.
direction = direction * -1;
Vector3 position = camera_position + direction;
transform.position = position;
}
}
谢谢大家! 放松意味着随着时间的推移逐渐行动 因此,此类行为通常通过或其他lerp函数以及
Update
方法实现
using UnityEngine;
using System.Collections;
public class swipeCamera: MonoBehaviour
{
public float speed = 2.0f;//easing speed
Vector3 hit_position = Vector3.zero;
Vector3 current_position = Vector3.zero;
Vector3 camera_position = Vector3.zero;
float z = 0.0f;
bool flag = false;
Vector3 target_position;
void Start()
{
}
void Update()
{
if (Input.GetMouseButtonDown(0))
{
hit_position = Input.mousePosition;
camera_position = transform.position;
}
if (Input.GetMouseButton(0))
{
current_position = Input.mousePosition;
LeftMouseDrag();
flag = true;
}
if(flag)
{
transform.position = Vector3.MoveTowards(transform.position, target_position, Time.deltaTime*speed);
if(transform.position == target_position)//reached?
{
flag = false;// stop moving
}
}
}
void LeftMouseDrag()
{
// From the Unity3D docs: "The z position is in world units from the camera." In my case I'm using the y-axis as height
// with my camera facing back down the y-axis. You can ignore this when the camera is orthograhic.
current_position.z = hit_position.z = camera_position.y;
// Get direction of movement. (Note: Don't normalize, the magnitude of change is going to be Vector3.Distance(current_position-hit_position)
// anyways.
Vector3 direction = Camera.main.ScreenToWorldPoint(current_position) - Camera.main.ScreenToWorldPoint(hit_position);
// Invert direction to that terrain appears to move with the mouse.
direction = direction * -1;
target_position = camera_position + direction;
}
}
放松意味着随着时间的推移逐渐行动 因此,此类行为通常通过或其他lerp函数以及
Update
方法实现
using UnityEngine;
using System.Collections;
public class swipeCamera: MonoBehaviour
{
public float speed = 2.0f;//easing speed
Vector3 hit_position = Vector3.zero;
Vector3 current_position = Vector3.zero;
Vector3 camera_position = Vector3.zero;
float z = 0.0f;
bool flag = false;
Vector3 target_position;
void Start()
{
}
void Update()
{
if (Input.GetMouseButtonDown(0))
{
hit_position = Input.mousePosition;
camera_position = transform.position;
}
if (Input.GetMouseButton(0))
{
current_position = Input.mousePosition;
LeftMouseDrag();
flag = true;
}
if(flag)
{
transform.position = Vector3.MoveTowards(transform.position, target_position, Time.deltaTime*speed);
if(transform.position == target_position)//reached?
{
flag = false;// stop moving
}
}
}
void LeftMouseDrag()
{
// From the Unity3D docs: "The z position is in world units from the camera." In my case I'm using the y-axis as height
// with my camera facing back down the y-axis. You can ignore this when the camera is orthograhic.
current_position.z = hit_position.z = camera_position.y;
// Get direction of movement. (Note: Don't normalize, the magnitude of change is going to be Vector3.Distance(current_position-hit_position)
// anyways.
Vector3 direction = Camera.main.ScreenToWorldPoint(current_position) - Camera.main.ScreenToWorldPoint(hit_position);
// Invert direction to that terrain appears to move with the mouse.
direction = direction * -1;
target_position = camera_position + direction;
}
}
zwcloud非常感谢你的工作,真是魅力四射!非常感谢你的帮助!!先生,你找到了一个新朋友,我很高兴这对你有帮助。请记住在您能够投票时向上投票。:)嘿,伙计们,迟来的建议,但如果有人再读一遍:)我会使用
Vector3.Lerp()
。这会使摄影机的移动更加平滑,因为它会在最后慢慢减小<代码>transform.position=Vector3.Lerp(transform.position,targetPos,Time.deltaTime*DragSpeed)代码>zwcloud谢谢你这么多,工作得很有魅力!非常感谢你的帮助!!先生,你找到了一个新朋友,我很高兴这对你有帮助。请记住在您能够投票时向上投票。:)嘿,伙计们,迟来的建议,但如果有人再读一遍:)我会使用Vector3.Lerp()
。这会使摄影机的移动更加平滑,因为它会在最后慢慢减小<代码>transform.position=Vector3.Lerp(transform.position,targetPos,Time.deltaTime*DragSpeed)代码>