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这部分将会知道你创建CameraWork脚本,再你玩游戏的时候让相机跟随你的角色。这个脚本和网络没什么关系,所以简短介绍。
主要内容
- 创建CameraWork脚本
创建CameraWork脚本
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新建一个C#脚本,命名为CameraWork
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把CameraWork的内容替换成下面的代码
using UnityEngine; using System.Collections; namespace Com.MyCompany.MyGame { /// <summary> /// Camera work. Follow a target /// </summary> public class CameraWork : MonoBehaviour { #region Public Properties [Tooltip("The distance in the local x-z plane to the target")] public float distance = 7.0f; [Tooltip("The height we want the camera to be above the target")] public float height = 3.0f; [Tooltip("The Smooth time lag for the height of the camera.")] public float heightSmoothLag = 0.3f; [Tooltip("Allow the camera to be offseted vertically from the target, for example giving more view of the sceneray and less ground.")] public Vector3 centerOffset = Vector3.zero; [Tooltip("Set this as false if a component of a prefab being instanciated by Photon Network, and manually call OnStartFollowing() when and if needed.")] public bool followOnStart = false; #endregion #region Private Properties // cached transform of the target Transform cameraTransform; // maintain a flag internally to reconnect if target is lost or camera is switched bool isFollowing; // Represents the current velocity, this value is modified by SmoothDamp() every time you call it. private float heightVelocity = 0.0f; // Represents the position we are trying to reach using SmoothDamp() private float targetHeight = 100000.0f; #endregion #region MonoBehaviour Messages /// <summary> /// MonoBehaviour method called on GameObject by Unity during initialization phase /// </summary> void Start() { // Start following the target if wanted. if (followOnStart) { OnStartFollowing(); } } /// <summary> /// MonoBehaviour method called after all Update functions have been called. This is useful to order script execution. For example a follow camera should always be implemented in LateUpdate because it tracks objects that might have moved inside Update. /// </summary> void LateUpdate() { // The transform target may not destroy on level load, // so we need to cover corner cases where the Main Camera is different everytime we load a new scene, and reconnect when that happens if (cameraTransform == null && isFollowing) { OnStartFollowing(); } // only follow is explicitly declared if (isFollowing) { Apply(); } } #endregion #region Public Methods /// <summary> /// Raises the start following event. /// Use this when you don't know at the time of editing what to follow, typically instances managed by the photon network. /// </summary> public void OnStartFollowing() { cameraTransform = Camera.main.transform; isFollowing = true; // we don't smooth anything, we go straight to the right camera shot Cut(); } #endregion #region Private Methods /// <summary> /// Follow the target smoothly /// </summary> void Apply() { Vector3 targetCenter = transform.position + centerOffset; // Calculate the current & target rotation angles float originalTargetAngle = transform.eulerAngles.y; float currentAngle = cameraTransform.eulerAngles.y; // Adjust real target angle when camera is locked float targetAngle = originalTargetAngle; currentAngle = targetAngle; targetHeight = targetCenter.y + height; // Damp the height float currentHeight = cameraTransform.position.y; currentHeight = Mathf.SmoothDamp(currentHeight, targetHeight, ref heightVelocity, heightSmoothLag); // Convert the angle into a rotation, by which we then reposition the camera Quaternion currentRotation = Quaternion.Euler(0, currentAngle, 0); // Set the position of the camera on the x-z plane to: // distance meters behind the target cameraTransform.position = targetCenter; cameraTransform.position += currentRotation * Vector3.back * distance; // Set the height of the camera cameraTransform.position = new Vector3(cameraTransform.position.x, currentHeight, cameraTransform.position.z); // Always look at the target SetUpRotation(targetCenter); } /// <summary> /// Directly position the camera to a the specified Target and center. /// </summary> void Cut() { float oldHeightSmooth = heightSmoothLag; heightSmoothLag = 0.001f; Apply(); heightSmoothLag = oldHeightSmooth; } /// <summary> /// Sets up the rotation of the camera to always be behind the target /// </summary> /// <param name="centerPos">Center position.</param> void SetUpRotation(Vector3 centerPos) { Vector3 cameraPos = cameraTransform.position; Vector3 offsetToCenter = centerPos - cameraPos; // Generate base rotation only around y-axis Quaternion yRotation = Quaternion.LookRotation(new Vector3(offsetToCenter.x, 0, offsetToCenter.z)); Vector3 relativeOffset = Vector3.forward * distance + Vector3.down * height; cameraTransform.rotation = yRotation * Quaternion.LookRotation(relativeOffset); } #endregion } }
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保存脚本
如果你刚刚开始与实时3d,向量和四元数学,那么跟随玩家角色的数学是复杂的。所以我尝试在本教程中解释这一点。但是如果你好奇,想学习,不要犹豫与我们联系,我们会尽最大努力解释清楚。
然而,这个脚本不仅仅是疯狂的数学,设置也是重要的,以及控制何时应该主动跟随玩家的能力。理解这点很重要:我们为什么要控制什么时候跟随玩家。
通常,让我们想象如果总是跟随玩家会发生什么。当你连接到一个充满玩家的房间,其他玩家的每个CameraWork脚本为了一直看着自己的角色会相互打架...我们不想要这种,我们只想跟随本地玩家角色,它代表的是计算机后面的用户。
一旦我们定义了这个问题,我们只有一个摄像机,但有多个Player实例,我们可以很容易找到几种方法。
- 仅在本地玩家上附加CameraWork脚本。
- 通过关闭和打开来控制CameraWork行为,具体取决于要关注的Player是否是本地玩家。
- 让CameraWork连接到相机,并注意当场景中有一个本地玩家实例时只跟随那个。
这3个选项并不详尽,可以找到更多的方法,但在这3个选项中,我们将任意选择第二个。上面的选项没有更好或更坏,但是这是一个可能需要最少的编码和最灵活的...“有趣...”我听到你说:)
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我们暴露了一个公共属性followOnStart,如果我们想在非联网环境中使用它,我们可以设置为true,例如在我们的测试场景中,或者在完全不同的场景
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当在我们的网络游戏中运行时,当我们检测到Player是本地玩家时,我们将调用公共方法OnStartFollowing()。这将在PlayerManager脚本中完成,该脚本PlayerManager在“Player Prefab Networking”一章中创建和解释。
原文
http://doc.photonengine.com/en-us/pun/current/tutorials/pun-basics-tutorial/player-camera-work
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