将 Unity 中的 2D 摄像机移动限制在地图的边缘



链接到图像

我设法计算了地图的边缘,但现在我需要这样做,以便相机的边缘不超过地图的边缘。

我的代码如下所示:

using UnityEngine;

公共类 相机运动 : 单行为 {

public GameObject player;
public GameObject firstMap;
public GameObject lastMap;
private SpriteRenderer spriteRenderer1;
private SpriteRenderer spriteRenderer2;
public float smoothTimeX;
public float smoothTimeY;
public bool Bounds;
private Vector2 minCameraPos;
private Vector2 maxCameraPos;
// Use this for initialization
void Start()
{
spriteRenderer1 = firstMap.GetComponent<SpriteRenderer>();
spriteRenderer2 = lastMap.GetComponent<SpriteRenderer>();
}
void FixedUpdate()
{
transform.position = new Vector3(player.transform.position.x, player.transform.position.y, transform.position.z);
}
void Update()
{
Vector3 minCameraEdge = Camera.main.ViewportToWorldPoint(new Vector3(0, 0.5f, Camera.main.nearClipPlane)); // left edge of my camera in x
Vector3 maxCameraEdge = Camera.main.ViewportToWorldPoint(new Vector3(1, 0.5f, Camera.main.nearClipPlane)); // right edge of my camera in x
Vector3 minCameraHeight = Camera.main.ViewportToWorldPoint(new Vector3(0.5f, 0, Camera.main.nearClipPlane)); // bottom edge of my camera in y
Vector3 maxCameraHeight = Camera.main.ViewportToWorldPoint(new Vector3(0.5f, 1, Camera.main.nearClipPlane)); // top edge of my camera in y
Debug.DrawLine(minCameraEdge, maxCameraEdge, Color.green); //use this to see the left & right edges of the camera update each frame
Debug.DrawLine(minCameraHeight, maxCameraHeight, Color.green); //use this to see the top & bottom edges of the camera update each frame
if (Bounds)
{
if (minCameraEdge.x < -spriteRenderer1.bounds.extents.x)
minCameraEdge.x = -spriteRenderer1.bounds.extents.x;
if (maxCameraEdge.x > spriteRenderer1.bounds.extents.x)
maxCameraEdge.x = spriteRenderer1.bounds.extents.x;
if (minCameraHeight.y < -spriteRenderer1.bounds.extents.y)
minCameraHeight.y = -spriteRenderer1.bounds.extents.y;
if (maxCameraHeight.y > spriteRenderer1.bounds.extents.y)
maxCameraHeight.y = spriteRenderer1.bounds.extents.y;
}
}

}

只需在第一个和最后一个块中添加一个碰撞体,将图层更改为新图层,在摄像机上放置一个盒子碰撞体,设置为其视图大小,然后将其设置为仅与该图层碰撞。

您可以使用图层蒙版来确保它仅与刚设置的bounds图层冲突。

下面的代码仅与第 9 层冲突。

var layerMask = (1 << 9);

请注意,这可以通过碰撞层矩阵轻松设置

编辑-项目设置-物理(或物理2D(

在检查器中,您可以看到哪些层与哪些层发生冲突。 如果要使用此方法而不是代码,则需要将摄像机设置在自己的图层中,然后取消选中除bounds之外的所有内容的碰撞

您可以通过选择一个对象,然后点按检查器右上角的"层",然后点按"添加层"来添加新的物理层。

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