float distance= mainCrma.GetComponent<CameraControl>().distance;//获取摄像机的距离 //if (controller.isGrounded)//在地面 //{ if (Input.GetKey(KeyCode.W)||Input.GetKey(KeyCode.UpArrow)) { gameObject.transform.rotation = rotationW; moveDirectionvalue(Playerforward); } if (Input.GetKey(KeyCode....
_actualCamera.transform.rotation = Quaternion.AngleAxis(CameraAngle, Vector3.right); //基于Look Offset、Camera Angle和Default Zoom属性,设置摄像机的位置。这会确保我们观察正确的焦点。 _cameraPositionTarget = (Vector3.up * LookOffset) + (Quaternion.AngleAxis(CameraAngle, Vector3.right) * Vector3.bac...
//#endregion#region//人物旋转if(Input.GetKeyDown(KeyCode.A)){Vector3turndegreen=Thirdcamera.transform.localEulerAngles;Vector3newturndegreen=newVector3(0,turndegreen.y-90,0);Quaterniongetnewturndegreen=Quaternion.Euler(newturndegreen);model.transform.localRotation=getnewturndegreen;// model.transform....
朝向(LookAt):即Camera往哪看,其实也就是相机的-z轴向量,我们可以标记为l→(单位向量) Y轴的朝向(UpDirection):即Camera的y轴向量,我们可以标记为u→(单位向量)。例如若Camera的y轴和世界坐标系的y轴平行,则看见的画面是正的,若Camera的y轴绕z轴旋转,则看见的画面也会跟着旋转。 该图为3DMAX中的摄像机 ...
private Camera cam; private bool isMove; //走路的开关正在走路时候是true 不准走就是false private Vector3 RayAndTerrainPoint; //鼠标射线射中地形表面的 public Vector3 dis; //往哪边走 private Ray ray; //走路是用射线获取地表面高度 private RaycastHit[] hitInfo; //走路射线返回 ...
public class CameraController : MonoBehaviour { //摄像机对着角色的点 public Transform lookPoint; //摄像机与角色的距离 public float distance = 3f; //摄像机pitch方位运动的角度范围 public Vector2 pitchRange = new Vector2(-60f, 60f);
Vector3 translation = GetInputTranslationDirection() * Time.deltaTime; if (Input.GetKey(KeyCode.LeftShift)) { translation *= 10.0f; } m_TargetCameraState.Translate(translation); 3.9 缩放和插值平滑过渡 通过鼠标滚轮实现相机的缩放功能。滚轮滚动时,修改boost参数,然后通过插值计算得到新的移动增强因子,...
}//////获取鼠标朝向///privatevoidGetSkillDirection(Color color){ ray = Camera.main.ScreenPointToRay(Input.mousePosition); RaycastHit hit;if(Physics.Raycast(ray,outhit)) {//射线检测的是平面点的位置,实际需要的是平行于平面的方向,所以修改y坐标Vector3 horizontalPoint =newVector3(hit.point.x, tran...
4、trol(); / / 计算方向向量函数/ private void CalculateDirection() Vector3 temp = transform.position - myCamera.position; temp = new Vector3(temp.x, 0, temp.z); front = temp; if (correctDirect!=Vector3.zero & Mathf.Abs(correctDirect.x-front.x) perError & Mathf.Abs(correctDirect....
当将Unity游戏运行到IOS或Android设备上时,桌面系统的鼠标左键可以自动变为手机屏幕上的触屏操作,但如...