uLua实现相机跟随
来源:互联网 发布:儿童编程培训班 编辑:程序博客网 时间:2024/05/21 14:13
http://pan.baidu.com/s/1gfnydmN
GameManager = {mousePos, forwardOffset, camera,transform, speed = 0.1, height = 2}function GameManager:Start()GameManager.camera = Camera.mainlocal female = GameObject.Find("nvzhang")local femaleTranform = female:GetComponent("Transform")GameManager.mousePos = femaleTranform.positionGameManager.transform = femaleTranformlocal transform = GameManager.camera:GetComponent("Transform")GameManager.forwardOffset = Vector3.__mul(transform.forward, -10)endfunction GameManager:Update()if (Input.GetMouseButtonDown(0)) thenGameManager:RayControl()endif (Vector3.Distance(GameManager.transform.position, GameManager.mousePos) > 1) then local female = GameObject.Find("nvzhang")local controller = female:GetComponent("CharacterController") local v1 = Vector3.__sub(GameManager.mousePos, GameManager.transform.position)local v2 = Vector3.ClampMagnitude(v1, GameManager.speed); controller:Move(v2); endGameManager:NormalMoveCamera(GameManager.transform)endfunction GameManager:RayControl()local mainCamare = Camera.main -- 向屏幕发射一条射线local ray = mainCamare:ScreenPointToRay(Input.mousePosition)local hitlocal r1, hit = Physics.Raycast(ray, hit, 200)if r1 == true then-- 获取碰撞点坐标 GameManager.mousePos = hit.point; GameManager.transform:LookAt(Vector3(hit.point.x, GameManager.transform.position.y, hit.point.z))endend-- 计算跟随坐标function GameManager:CalcCameraPos(pos)return Vector3.__add(GameManager.forwardOffset, pos)end-- 摄像机跟随人物function GameManager:NormalMoveCamera(goForm)local transform = GameManager.camera:GetComponent("Transform")local v1 = GameManager:CalcCameraPos(goForm.position)local v2 = Vector3.__mul(transform.forward, GameManager.height)transform.position = Vector3.__sub(v1, v2) transform:LookAt(goForm)end
0 0
- uLua实现相机跟随
- OSG 实现跟随节点的相机
- OSG实现跟随节点的相机
- Unity3d实现相机的跟随缩放旋转
- 使用光线投射实现相机跟随
- unity3d中实现相机的跟随
- Unity3D 利用FSM设计相机跟随实现
- Unity3d--实现第三人称视角(相机跟随)
- unity 相机跟随
- Unity平滑相机跟随
- Unity中相机跟随
- Unity3D-相机跟随抖动
- 相机的跟随效果
- 第三人称相机跟随
- Unity3D 相机跟随算法
- 相机第三人称视角跟随
- 坦克跟随相机
- Unity基础,相机跟随
- test
- 28. HTTP、SSL/TLS和HTTPS协议的区别与联系
- Neutron 理解 (9): OpenStack 是如何实现 Neutron 网络 和 Nova虚机 防火墙的 [How Nova Implements Security Group and How
- 理解 OpenStack 高可用(HA)(3):Neutron 分布式虚拟路由(Neutron Distributed Virtual Routing)
- Something learned from leetcode (1)
- uLua实现相机跟随
- string 与char 的转换
- 第六节、AHK变量和运算符
- 理解 OpenStack 高可用(HA)(1):OpenStack 高可用和灾备方案 [OpenStack HA and DR]
- web分页
- Python——fifter函数
- 51nod-1686 第K大区间
- 直接插入排序
- 动态代理