我可以按照我想要的方式使相机移动,但是我需要将其限制在我创建的3D空心球内。目前,玩家可以将相机飞出游戏区域。
我已经尝试将相机寄给球形游戏对象,但是相机仍然离开游戏区域,但球体留在里面。
这是我尝试使用界限方法将相机保存在球体内的尝试。
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SphericalBoundary : MonoBehaviour
{
public Vector3 pos;
public float r;
void Start()
{
BoundingSphere();
}
private void FixedUpdate()
{
BoundingSphere();
}
public void BoundingSphere()
{
pos = new Vector3(0, 0, 0);
r = (100);
}
}
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This is the script that makes the camera fly around. Works perfectly.
using UnityEngine;
using System.Collections;
public class CameraFlight : MonoBehaviour
{
/*
EXTENDED FLYCAM
Desi Quintans (CowfaceGames.com), 17 August 2012.
Based on FlyThrough.js by Slin (http://wiki.unity3d.com/index.php/FlyThrough), 17 May 2011.
LICENSE
Free as in speech, and free as in beer.
FEATURES
WASD/Arrows: Movement
Q: Climb
E: Drop
Shift: Move faster
Control: Move slower
End: Toggle cursor locking to screen (you can also press Ctrl+P to toggle play mode on and off).
*/
public float cameraSensitivity = 90;
public float climbSpeed = 4;
public float normalMoveSpeed = 10;
public float slowMoveFactor = 0.25f;
public float fastMoveFactor = 3;
private float rotationX = 0.0f;
private float rotationY = 0.0f;
void Start()
{
// Screen.lockCursor = true;
}
void Update()
{
rotationX += Input.GetAxis("Mouse X") * cameraSensitivity * Time.deltaTime;
rotationY += Input.GetAxis("Mouse Y") * cameraSensitivity * Time.deltaTime;
rotationY = Mathf.Clamp(rotationY, -90, 90);
transform.localRotation = Quaternion.AngleAxis(rotationX, Vector3.up);
transform.localRotation *= Quaternion.AngleAxis(rotationY, Vector3.left);
if (Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift))
{
transform.position += transform.forward * (normalMoveSpeed * fastMoveFactor) * Input.GetAxis("Vertical") * Time.deltaTime;
transform.position += transform.right * (normalMoveSpeed * fastMoveFactor) * Input.GetAxis("Horizontal") * Time.deltaTime;
}
else if (Input.GetKey(KeyCode.LeftControl) || Input.GetKey(KeyCode.RightControl))
{
transform.position += transform.forward * (normalMoveSpeed * slowMoveFactor) * Input.GetAxis("Vertical") * Time.deltaTime;
transform.position += transform.right * (normalMoveSpeed * slowMoveFactor) * Input.GetAxis("Horizontal") * Time.deltaTime;
}
else
{
transform.position += transform.forward * normalMoveSpeed * Input.GetAxis("Vertical") * Time.deltaTime;
transform.position += transform.right * normalMoveSpeed * Input.GetAxis("Horizontal") * Time.deltaTime;
}
if (Input.GetKey(KeyCode.Q)) { transform.position += transform.up * climbSpeed * Time.deltaTime; }
if (Input.GetKey(KeyCode.E)) { transform.position -= transform.up * climbSpeed * Time.deltaTime; }
//if (Input.GetKeyDown(KeyCode.End))
//{
// Screen.lockCursor = (Screen.lockCursor == false) ? true :][1]
false;
//}
}
}
没有出现错误。在比赛中,玩家可以将相机飞出球体,但我希望他们局限于球体。
我认为您必须在每个框架上查看相机位置,还检查它是否从球体上伸出,这是一些代码,可能会帮助您(未测试(
public class TestScriptForStackOverflow : MonoBehaviour {
public Transform CameraTrans, SphereTrans;
private float _sphereRadius;
void Start() {
//if we are talking about sphere its localscale.x,y,z values are always equal
_sphereRadius = SphereTrans.localScale.x / 2;
}
void Update() {
if (IsOutsideTheSphere(_sphereRadius, CameraTrans.position, SphereTrans.position)) {
//lets find direction of camera from sphere center
Vector3 direction = (CameraTrans.position - SphereTrans.position).normalized;
//this is bound point for specific direction which is point is on the end of the radius
Vector3 boundPos = SphereTrans.position + direction * _sphereRadius;
//finally assign bound position to camera to stop it to pierce the sphere bounds
CameraTrans.position = boundPos;
}
}
private bool IsOutsideTheSphere(float sphereRadius, Vector3 cameraPosition, Vector3 sphereCenterPosition) {
//distance betweeen cameraPosition and sphereCenterPosition
float distanceBetween = (cameraPosition - sphereCenterPosition).magnitude;
//returns true if distance between sphere center and camera position is longer then sphere radius
return distanceBetween > sphereRadius;
}
如果您不了解的话,请在评论中问我