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好吧,即时通讯新的JavaScript和统一,所以这显然是一个很noob初学者的问题。 基本上我创建了一个脚本,我放在我的相机。然后,当我在游戏中选择一个模型时,它会成为相机脚本的目标,并试图让相机顺利转向它。下面是即时通讯平滑相机旋转
在更新函数中我使用raycast捕捉单元的鼠标单击。这成为脚本中的目标变量。它将bool设置为true,然后在moveto函数中跟随目标。但它似乎只是移动相机,如果我保持鼠标左键按下单位。我试图选择一个单位,然后让相机顺利旋转到单位。 关于这个菜鸟错误的任何想法?
#pragma strict
var speed = 5.0;
var freeMovementTurnSpeed = 10.0;
var freeMovementForwardSpeed = 10.0;
var freeMovementVerticalSpeed = 10.0;
var maxHeight = 30;
var minHeight = 2;
var target : Transform;
var distance = 10.0;
var maxDistance = 50;
var minDistance = 10;
var xSpeed = 250.0;
var ySpeed = 120.0;
var yMinLimit = -20;
var yMaxLimit = 80;
private var x = 0.0;
private var y = 0.0;
// The distance in the x-z plane to the target
var followDistance = 30.0;
var maxDistanceDelta = 0.2;
var damping = 3.0;
var followTarget = false;
var smoothRotation ;
function Start() {
var angles = transform.eulerAngles;
x = angles.y;
y = angles.x;
if(target){
transform.LookAt(target);
}
// Make the rigid body not change rotation
if (rigidbody)
rigidbody.freezeRotation = true;
}
function LateUpdate() {
if(target){
if(followTarget){
moveTo();
}
else{
targetSelectedMovement();
}
}
else {
freeMovement();
}
}
function moveTo(){
//transform.LookAt (target);
var currentDistance = Vector3.Distance(transform.position,target.position);
//if (currentDistance<40){
//followTarget = false;
//}
//else{
smoothRotation = Quaternion.LookRotation(target.position - transform.position);
transform.rotation = Quaternion.Slerp(transform.rotation, smoothRotation, Time.deltaTime * damping);
print(target);
//transform.position = Vector3.MoveTowards(transform.position,target.position,maxDistanceDelta);
//}
}
function freeMovement(){
var zPos = Input.GetAxis("Vertical") * Time.deltaTime * freeMovementForwardSpeed;
var xPos = Input.GetAxis("Horizontal") * Time.deltaTime * freeMovementTurnSpeed;
var strafePos = Input.GetAxis("Strafe")* Time.deltaTime * freeMovementForwardSpeed;
var vertPos = Input.GetAxis("GainVertical")* Time.deltaTime * freeMovementVerticalSpeed;
if (Input.GetButton("Fire2")) {
x += Input.GetAxis("Mouse X") * xSpeed * 0.02;
y -= Input.GetAxis("Mouse Y") * ySpeed * 0.02;
y = ClampAngle(y, yMinLimit, yMaxLimit);
var rotation2 = Quaternion.Euler(y, x, 0);
transform.rotation = rotation2;
}
else {
transform.Rotate(0, Input.GetAxis("Horizontal")*freeMovementTurnSpeed*Time.deltaTime, 0,Space.World);
}
if (vertPos > 0 && transform.position.y > maxHeight){
vertPos = 0;
}
else if(vertPos < 0 && transform.position.y < minHeight){
vertPos = 0;
}
print(transform.position.y);
transform.Translate(strafePos,vertPos,zPos);
}
function targetSelectedMovement() {
if(Input.GetKey("a") || Input.GetKey("d")){
x += (-Input.GetAxis("Horizontal")) * xSpeed * 0.02;
var rotation = Quaternion.Euler(y, x, 0);
var currentDistance = Vector3.Distance(transform.position,target.position);
var position = rotation * Vector3(0.0, 0.0, -currentDistance) + target.position;
transform.rotation = rotation;
transform.position = position;
}
var zPos = Input.GetAxis("Vertical") * Time.deltaTime * speed;
currentDistance = Vector3.Distance(transform.position,target.position);
if(currentDistance < maxDistance && zPos < 0){
transform.Translate(0, 0, zPos);
}
else if(currentDistance > minDistance && zPos > 0){
transform.Translate(0, 0, zPos);
}
if (Input.GetButton("Fire2")) {
x += Input.GetAxis("Mouse X") * xSpeed * 0.02;
y -= Input.GetAxis("Mouse Y") * ySpeed * 0.02;
y = ClampAngle(y, yMinLimit, yMaxLimit);
var rotation2 = Quaternion.Euler(y, x, 0);
var currentDistance2 = Vector3.Distance(transform.position,target.position);
var position2 = rotation2 * Vector3(0.0, 0.0, -currentDistance2) + target.position;
transform.rotation = rotation2;
transform.position = position2;
}
}
static function ClampAngle (angle : float, min : float, max : float) {
if (angle < -360)
angle += 360;
if (angle > 360)
angle -= 360;
return Mathf.Clamp (angle, min, max);
}
function Update() {
var hit : RaycastHit;
if (Input.GetButton("Fire1")) {
var ray : Ray = Camera.main.ScreenPointToRay (Input.mousePosition);
// Cast a ray forward from our position for the specified distance
if (Physics.Raycast(ray, hit))
{
// Add a specified force to the Rigidbody component to the other GameObject
if(hit.collider.tag == "Unit"){
print("Selected " + hit.collider.gameObject.name);
target = hit.collider.gameObject.transform;
//transform.LookAt(target);
followTarget = true;
}
else {
target = null;
}
}
}
}
是否可以看到整个脚本?你看起来很好,我测试了它,按照广告的方式工作。 – Jerdak
是的,我只是链接完整的脚本。如果这有助于让我知道因为我失去了 – glogic
我得看看我什么时候开始我的开发。但同时尝试用Input.GetButtonDown(“Fire1”)替换Input.GetButton(“Fire1”)。就像测试一样,因为看着你的代码,没有什么会跳到我身上。只要按钮处于保持状态,GetButton就是true,在过去,我们遇到了错误触发问题,就像鼠标移出对象一样。 – Jerdak