如何使UDK(虚幻开发套件)的相机单独移动侧滚动



我正在进行一个太空侧滚动游戏的项目,我试图让引擎的相机像一个旧的太空射击游戏一样(单独移动,当玩家的棋子闲置时,将其单独移动到边缘),我试图找到宇宙飞船控制器的教程,但我只找到了陆地单元的相机选项。

我的解决方案是覆盖默认的虚幻相机并自己编程。以下是如何实现这一目标的快速指南。这真的很容易。

第一步是创建自定义的Camera类。此处:

class MyCustomCamera extends Camera;
//Camera variables
var Vector mCameraPosition;
var Rotator mCameraOrientation;
var float mCustomFOV;
/**Init function of the camera
*/ 
function InitializeFor(PlayerController PC)
{
      Super.InitializeFor(PC);
      mCameraPosition = Vect(0,0,0);
      //Etc...
}
/**Update function of the camera
*/
function UpdateViewTarget(out TViewTarget OutVT, float DeltaTime)
{
    //This is the meat of the code, here you can set the camera position at each 
    //frame, it's orientation and FOV if need be (or anything else really)
    OutVT.POV.Location = mCameraPosition;
    OutVT.POV.Rotation = mCameraOrientation;
    OutVT.POV.FOV = mCustomFOV;
}

下一步也是最后一步是将新的自定义相机设置为默认相机。为此,在您的PlayerController类中添加以下属性块:

CameraClass=class'MyCustomCamera'

现在,对于你对"滚动"相机的特定需求,你可以在更新功能中做一些简单的事情:

/**Update function of the camera
*/
function UpdateViewTarget(out TViewTarget OutVT, float DeltaTime)
{
    //This is the meat of the code, here you can set the camera position at each 
    //frame, it's orientation and FOV if need be (or anything else really)
    //This will make your camera move on the X axis at speed 50 units per second.
    mCameraPosition += Vect(50*DeltaTime,0,0);
    OutVT.POV.Location = mCameraPosition;
    OutVT.POV.Rotation = mCameraOrientation;
    OutVT.POV.FOV = mCustomFOV;
}

希望这能让你开始!

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