此文弊端:使用Clamp来限制数值范围,数值本身不会变化,如果需要数值本身变化,请选择以下方法:
if(x>0){x=0};
if(x<1){x=1};
应用场景:限制相机视角、限制相机位置;
话不多说,直接上干货,同时也会介绍该类中一些常见方法的使用;
限制相机范围无非是改变参数,使用Mathf.Clamp方法可以对参数进行限制,无论是角度还是位置。示例如下:
public void UpdateTransform(Transform t)
{
t.position = new Vector3(Mathf.Clamp(x, -26.03408f, 11.81941f), Mathf.Clamp(y, 8.892664f, 29.212f), Mathf.Clamp(z, 3.319095f, 166.4727f) );
}
上述代码段中,使用了三次Mathf.Clamp对相机的XYZ三轴进行了参数限制,方法的具体说明如下:
Mathf.Clamp(X, XMin, XMax)
上述代码段中:
X代表要限制的参数(例如相机要去的目标位置);
XMin代表要限制的最小值(当X小于XMin时,X=XMin);
XMax代表要限制的最大值(当X大于XMax时,X=XMax);
大体了解了该方法,那么,其他常用的方法如下:
Mathf.Abs()取绝对值
Mathf.Ceil()向上取整,返回值为 Float 类型
Mathf.CeilToInt()向上取整,返回值为 Int 类型
Mathf.Floor()向下取整,返回值为 Float 类型
Mathf.FloorToInt()向下取整,返回值为 Int 类型
Mathf.Round()四舍五入,返回值为 Float 类型
Mathf.RoundToInt()四舍五入,返回值为 Int 类型
Mathf.Pow(float x,float y)返回 x 的 y 次方
Mathf.Sqrt(float x)返回 x 的平方根
Mathf.DeltaAngle(float current,float target)返回两个角夹角的最小值
Mathf.ClosestPowerOfTwo(float x)返回 2 的 x 次方
Mathf.Clamp(float x,float min,float max),这就是我们刚才说过的;
Mathf.Lerp(float a, float b, float t)线性赋予差值,匀速增加或减少,t=0 的时候返回 a,t=1 的时候返回 b,t=0.5 时返回(a+b)/2。
Mathf.MoveTowards(float current, float target, float maxDelta)与 Mathf.Lerp 差不多;
Mathf.PingPong(float t,float length)返回值在 0 和 length 之间
附带一篇略加变动官方的相机控制脚本;
#if ENABLE_INPUT_SYSTEM
using UnityEngine.InputSystem;
#endif
using UnityEngine;
namespace UnityTemplateProjects
{
public class MainCameraMove : MonoBehaviour
{
public static bool home, yamaha, zhijiao, chuang, abb, store, pack, sort, trans, agv;
public static bool duoji, jjhome;
class CameraState
{
public float yaw;
public float pitch;
public float roll;
public float x;
public float y;
public float z;
public void SetFromTransform(Transform t)
{
pitch = t.eulerAngles.x;
yaw = t.eulerAngles.y;
roll = t.eulerAngles.z;
x = t.position.x;
y = t.position.y;
z = t.position.z;
}
public void Translate(Vector3 translation)
{
Vector3 rotatedTranslation = Quaternion.Euler(pitch, yaw, roll) * translation;
x += rotatedTranslation.x;
y += rotatedTranslation.y;
z += rotatedTranslation.z;
}
public void LerpTowards(CameraState target, float positionLerpPct, float rotationLerpPct)
{
yaw = Mathf.Lerp(yaw, target.yaw, rotationLerpPct);
pitch = Mathf.Lerp(pitch, target.pitch, rotationLerpPct);
roll = Mathf.Lerp(roll, target.roll, rotationLerpPct);
x = Mathf.Lerp(x, target.x, positionLerpPct);
y = Mathf.Lerp(y, target.y, positionLerpPct);
z = Mathf.Lerp(z, target.z, positionLerpPct);
}
public void UpdateTransform(Transform t)
{
t.eulerAngles = new Vector3(pitch, yaw, roll);
//t.position = new Vector3(x , y, z);
t.position = new Vector3(Mathf.Clamp(x, -26.03408f, 11.81941f), Mathf.Clamp(y, 8.892664f, 29.212f), Mathf.Clamp(z, 3.319095f, 166.4727f) );
}
}
CameraState m_TargetCameraState = new CameraState();
CameraState m_InterpolatingCameraState = new CameraState();
[Header("Movement Settings")]
[Tooltip("Exponential boost factor on translation, controllable by mouse wheel.")]
public float boost = 3.5f;
[Tooltip("Time it takes to interpolate camera position 99% of the way to the target."), Range(0.001f, 1f)]
public float positionLerpTime = 0.2f;
[Header("Rotation Settings")]
[Tooltip("X = Change in mouse position.\nY = Multiplicative factor for camera rotation.")]
public AnimationCurve mouseSensitivityCurve = new AnimationCurve(new Keyframe(0f, 0.5f, 0f, 5f), new Keyframe(1f, 2.5f, 0f, 0f));
[Tooltip("Time it takes to interpolate camera rotation 99% of the way to the target."), Range(0.001f, 1f)]
public float rotationLerpTime = 0.01f;
[Tooltip("Whether or not to invert our Y axis for mouse input to rotation.")]
public bool invertY = false;
#if ENABLE_INPUT_SYSTEM
InputAction movementAction;
InputAction verticalMovementAction;
InputAction lookAction;
InputAction boostFactorAction;
bool mouseRightButtonPressed;
void Start()
{
var map = new InputActionMap("Simple Camera Controller");
lookAction = map.AddAction("look", binding: "<Mouse>/delta");
movementAction = map.AddAction("move", binding: "<Gamepad>/leftStick");
verticalMovementAction = map.AddAction("Vertical Movement");
boostFactorAction = map.AddAction("Boost Factor", binding: "<Mouse>/scroll");
lookAction.AddBinding("<Gamepad>/rightStick").WithProcessor("scaleVector2(x=15, y=15)");
movementAction.AddCompositeBinding("Dpad")
.With("Up", "<Keyboard>/w")
.With("Up", "<Keyboard>/upArrow")
.With("Down", "<Keyboard>/s")
.With("Down", "<Keyboard>/downArrow")
.With("Left", "<Keyboard>/a")
.With("Left", "<Keyboard>/leftArrow")
.With("Right", "<Keyboard>/d")
.With("Right", "<Keyboard>/rightArrow");
verticalMovementAction.AddCompositeBinding("Dpad")
.With("Up", "<Keyboard>/pageUp")
.With("Down", "<Keyboard>/pageDown")
.With("Up", "<Keyboard>/e")
.With("Down", "<Keyboard>/q")
.With("Up", "<Gamepad>/rightshoulder")
.With("Down", "<Gamepad>/leftshoulder");
boostFactorAction.AddBinding("<Gamepad>/Dpad").WithProcessor("scaleVector2(x=1, y=4)");
movementAction.Enable();
lookAction.Enable();
verticalMovementAction.Enable();
boostFactorAction.Enable();
}
#endif
void OnEnable()
{
m_TargetCameraState.SetFromTransform(transform);
m_InterpolatingCameraState.SetFromTransform(transform);
}
Vector3 GetInputTranslationDirection()
{
Vector3 direction = Vector3.zero;
#if ENABLE_INPUT_SYSTEM
var moveDelta = movementAction.ReadValue<Vector2>();
direction.x = moveDelta.x;
direction.z = moveDelta.y;
direction.y = verticalMovementAction.ReadValue<Vector2>().y;
#else
if (Input.GetKey(KeyCode.W))
{
direction += Vector3.forward;
}
if (Input.GetKey(KeyCode.S))
{
direction += Vector3.back;
}
if (Input.GetKey(KeyCode.A))
{
direction += Vector3.left;
}
if (Input.GetKey(KeyCode.D))
{
direction += Vector3.right;
}
if (Input.GetKey(KeyCode.E))
{
direction += Vector3.down;
}
if (Input.GetKey(KeyCode.Q))
{
direction += Vector3.up;
}
#endif
return direction;
}
void Update()
{
// Exit Sample
if (IsEscapePressed())
{
Application.Quit();
#if UNITY_EDITOR
UnityEditor.EditorApplication.isPlaying = false;
#endif
}
// Hide and lock cursor when right mouse button pressed
if (IsRightMouseButtonDown())
{
Cursor.lockState = CursorLockMode.Locked;
}
// Unlock and show cursor when right mouse button released
if (IsRightMouseButtonUp())
{
Cursor.visible = true;
Cursor.lockState = CursorLockMode.None;
}
// Rotation
if (IsCameraRotationAllowed())
{
var mouseMovement = GetInputLookRotation() * Time.deltaTime * 5;
if (invertY)
mouseMovement.y = -mouseMovement.y;
var mouseSensitivityFactor = mouseSensitivityCurve.Evaluate(mouseMovement.magnitude);
m_TargetCameraState.yaw += mouseMovement.x * mouseSensitivityFactor;
m_TargetCameraState.pitch += mouseMovement.y * mouseSensitivityFactor;
}
// Translation
var translation = GetInputTranslationDirection() * Time.deltaTime;
// Speed up movement when shift key held
if (IsBoostPressed())
{
translation *= 10.0f;
}
// Modify movement by a boost factor (defined in Inspector and modified in play mode through the mouse scroll wheel)
boost += GetBoostFactor();
translation *= Mathf.Pow(2.0f, boost);
m_TargetCameraState.Translate(translation);
// Framerate-independent interpolation
// Calculate the lerp amount, such that we get 99% of the way to our target in the specified time
var positionLerpPct = 1f - Mathf.Exp((Mathf.Log(1f - 0.99f) / positionLerpTime) * Time.deltaTime);
var rotationLerpPct = 1f - Mathf.Exp((Mathf.Log(1f - 0.99f) / rotationLerpTime) * Time.deltaTime);
m_InterpolatingCameraState.LerpTowards(m_TargetCameraState, positionLerpPct, rotationLerpPct);
//一键到仓库位置
if (store)
{
m_TargetCameraState.yaw = 118.386f;
m_TargetCameraState.pitch = 19.651f;
m_TargetCameraState.x = -1.956715f;
m_TargetCameraState.y = 1.364126f;
m_TargetCameraState.z = -7.513207f;
//m_InterpolatingCameraState.UpdateTransform(new Vector3(-4.152681f, 1.914845f, 0.7370217f));
//transform.x = -4.152681f;
//transform.y = 1.914845f;
//transform.z = 0.7370217f;
store = false;
}
m_InterpolatingCameraState.UpdateTransform(transform);
}
float GetBoostFactor()
{
#if ENABLE_INPUT_SYSTEM
return boostFactorAction.ReadValue<Vector2>().y * 0.01f;
#else
return Input.mouseScrollDelta.y * 0.2f;
#endif
}
Vector2 GetInputLookRotation()
{
#if ENABLE_INPUT_SYSTEM
return lookAction.ReadValue<Vector2>();
#else
return new Vector2(Input.GetAxis("Mouse X"), Input.GetAxis("Mouse Y")) * 10;
#endif
}
bool IsBoostPressed()
{
#if ENABLE_INPUT_SYSTEM
bool boost = Keyboard.current != null ? Keyboard.current.leftShiftKey.isPressed : false;
boost |= Gamepad.current != null ? Gamepad.current.xButton.isPressed : false;
return boost;
#else
return Input.GetKey(KeyCode.LeftShift);
#endif
}
bool IsEscapePressed()
{
#if ENABLE_INPUT_SYSTEM
return Keyboard.current != null ? Keyboard.current.escapeKey.isPressed : false;
#else
return Input.GetKey(KeyCode.Escape);
#endif
}
bool IsCameraRotationAllowed()
{
#if ENABLE_INPUT_SYSTEM
bool canRotate = Mouse.current != null ? Mouse.current.rightButton.isPressed : false;
canRotate |= Gamepad.current != null ? Gamepad.current.rightStick.ReadValue().magnitude > 0 : false;
return canRotate;
#else
return Input.GetMouseButton(1);
#endif
}
bool IsRightMouseButtonDown()
{
#if ENABLE_INPUT_SYSTEM
return Mouse.current != null ? Mouse.current.rightButton.isPressed : false;
#else
return Input.GetMouseButtonDown(1);
#endif
}
bool IsRightMouseButtonUp()
{
#if ENABLE_INPUT_SYSTEM
return Mouse.current != null ? !Mouse.current.rightButton.isPressed : false;
#else
return Input.GetMouseButtonUp(1);
#endif
}
}
}