unity 摄像机跟随主角移动

摄像机跟随(普通版)

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class CameraFollow : MonoBehaviour
{
    private Transform playerTrans;
    private Vector3 offset;
    private void Awake()
    {
        playerTrans = GameObject.FindWithTag(Tags.Player).transform;
        offset = transform.position-playerTrans.position;
        offset = new Vector3(0, offset.y, offset.z);
    }

    void Update()
    {
       transform.position = Vector3.Lerp(transform.position, playerTrans.position + offset, Time.deltaTime*10);
    }
}

我们平常用到的摄像机跟随主角是这样的,但是当主角移动到某个物体的后面时,虽然摄像机是跟随了,但是我们这个时候看不到主角了,因为主角已经被物体挡住了,那么这个时候我们该怎么解决呢?

摄像机跟随(改进版)


如上图所示,游戏物体挡住了我们的视野,但是我们可以通过这样计算出points的五个位置,从第一个位置开始发射射线,如果射线检测到的物体是Player,则摄像机就在第一个位置的方向上跟随物体,如果第一个位置检测不到Player,就从第二个位置发射射线再次进行检测,以此类推,直到检测到Player位置,此时摄像机就平缓移动到那个位置进行跟随Player。
代码的实现过程如下:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class CameraFollow : MonoBehaviour
{
    private Transform playerTrans;
    private Vector3 offset;
    private void Awake()
    {
        playerTrans = GameObject.FindWithTag(Tags.Player).transform;
        offset = transform.position-playerTrans.position;
        offset = new Vector3(0, offset.y, offset.z);
    }

    void Update()
    {
        Vector3 startPos = playerTrans.position + offset;
        Vector3 endPos = playerTrans.position + offset.magnitude * Vector3.up;
        Vector3[] points = new Vector3[]
        {
            startPos,
            Vector3.Lerp(startPos,endPos,0.25f),
            Vector3.Lerp(startPos,endPos,0.5f),
            Vector3.Lerp(startPos,endPos,0.75f),
            endPos
        };
        Vector3 target = points[0];
        for (int i = 0; i < points.Length; i++)
        {
            RaycastHit hit;
            if (Physics.Raycast(points[i], playerTrans.position - points[i], out hit))
            {
                if (hit.collider.tag == Tags.Player || hit.collider.tag == Tags.Camera || hit.collider.tag == Tags.Laser)
                {
                    target = points[i];
                    break;
                }
            }
            else
            {
                target = points[i];
                break;
            }
        }
        transform.position = Vector3.Lerp(transform.position, target, Time.deltaTime * 10);
        Quaternion rotate = transform.rotation;
        transform.LookAt(playerTrans.position);
        transform.rotation = Quaternion.Lerp(rotate, transform.rotation, Time.deltaTime * 10);
    }
}
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转载自blog.csdn.net/weixin_43839583/article/details/103823332
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