【问题标题】:resetting the position of the mouse in script that moves the camera in Unity在 Unity 中移动相机的脚本中重置鼠标的位置
【发布时间】:2020-02-10 16:53:58
【问题描述】:

首先,我对 Unity 很陌生,所以请耐心等待。当用户想要更改相机视图时,我有一个下拉菜单可以更改为不同的相机。我遇到的问题是,如果您完全更改视图,例如使用鼠标滚轮放大或缩小视图,则在更改相机时视图会保持放大或缩小状态,而不是在切换相机时重置到起始位置。我想这样做,所以当您更改相机时,鼠标的起始位置会重置。我的脚本中有一个名为“reset()”的函数,它处理我从另一个脚本调用的鼠标移动,当您使用下拉菜单更改相机时,我希望它将起始变量重置回起始位置。对此的任何指导将不胜感激。重置功能在我的代码的底部。我正在尝试将起始位置存储在私有 Vector3 positionStore 中;并尝试执行 transform.position = positionStore;进行实际的转换。

using UnityEngine;
using System.Collections;

[AddComponentMenu("Camera-Control/3dsMax Camera Style")]
public class maxCamera : MonoBehaviour
{
public Transform target;
public Vector3 targetOffset;
public float distance = 5.0f;
public float maxDistance = 20;
public float minDistance = .6f;
public float xSpeed = 200.0f;
public float ySpeed = 200.0f;
public int yMinLimit = -80;
public int yMaxLimit = 80;
public int zoomRate = 40;
public float panSpeed = 0.3f;
public float zoomDampening = 5.0f;

private float xDeg = 0.0f;
private float yDeg = 0.0f;
private float currentDistance;
private float desiredDistance;
private Quaternion currentRotation;
private Quaternion desiredRotation;
private Quaternion rotation;
private Vector3 position;

private Quaternion currentRotationStore;
private Quaternion desiredRotationStore;
private Quaternion rotationStore;
private Vector3 positionStore;
Vector3 originalPos;

void Start() { Init(); }
void OnEnable() { Init(); }

public void Init()
{
    originalPos = new Vector3(gameObject.transform.position.x, gameObject.transform.position.y, gameObject.transform.position.z);

    //If there is no target, create a temporary target at 'distance' from the cameras current viewpoint
    if (!target)
    {
        GameObject go = new GameObject("Cam Target");
        go.transform.position = transform.position + (transform.forward * distance);
        target = go.transform;
    }

    distance = Vector3.Distance(transform.position, target.position);
    currentDistance = distance;
    desiredDistance = distance;

    //be sure to grab the current rotations as starting points.
    position = transform.position;
    rotation = transform.rotation;
    currentRotation = transform.rotation;
    desiredRotation = transform.rotation;

    //trying to store these values to be used later in reset
    positionStore = transform.position;
    currentRotationStore = transform.rotation;

    xDeg = Vector3.Angle(Vector3.right, transform.right);
    yDeg = Vector3.Angle(Vector3.up, transform.up);
}

/*
 * Camera logic on LateUpdate to only update after all character movement logic has been handled. 
 */
void LateUpdate()
{
    // If Control and Alt and Middle button? ZOOM!
    if (Input.GetMouseButton(2) && Input.GetKey(KeyCode.LeftAlt) && Input.GetKey(KeyCode.LeftControl))
    {
        desiredDistance -= Input.GetAxis("Mouse Y") * Time.deltaTime * zoomRate * 0.125f * Mathf.Abs(desiredDistance);
    }
    // If middle mouse and left alt are selected? ORBIT
    else if (Input.GetMouseButton(2) && Input.GetKey(KeyCode.LeftAlt))
    {
        xDeg += Input.GetAxis("Mouse X") * xSpeed * 0.02f;
        yDeg -= Input.GetAxis("Mouse Y") * ySpeed * 0.02f;

        ////////OrbitAngle

        //Clamp the vertical axis for the orbit
        yDeg = ClampAngle(yDeg, yMinLimit, yMaxLimit);
        // set camera rotation 
        desiredRotation = Quaternion.Euler(yDeg, xDeg, 0);
        currentRotation = transform.rotation;

        rotation = Quaternion.Lerp(currentRotation, desiredRotation, Time.deltaTime * zoomDampening);
        transform.rotation = rotation;
    }
    // otherwise if middle mouse is selected, we pan by way of transforming the target in screenspace
    else if (Input.GetMouseButton(2))
    {
        //grab the rotation of the camera so we can move in a psuedo local XY space
        target.rotation = transform.rotation;
        target.Translate(Vector3.right * -Input.GetAxis("Mouse X") * panSpeed);
        target.Translate(transform.up * -Input.GetAxis("Mouse Y") * panSpeed, Space.World);
    }

    ////////Orbit Position

    // affect the desired Zoom distance if we roll the scrollwheel
    desiredDistance -= Input.GetAxis("Mouse ScrollWheel") * Time.deltaTime * zoomRate * Mathf.Abs(desiredDistance);
    //clamp the zoom min/max
    desiredDistance = Mathf.Clamp(desiredDistance, minDistance, maxDistance);
    // For smoothing of the zoom, lerp distance
    currentDistance = Mathf.Lerp(currentDistance, desiredDistance, Time.deltaTime * zoomDampening);

    // calculate position based on the new currentDistance 
    position = target.position - (rotation * Vector3.forward * currentDistance + targetOffset);
    transform.position = position;
}

private static float ClampAngle(float angle, float min, float max)
{
    if (angle < -360)
        angle += 360;
    if (angle > 360)
        angle -= 360;
    return Mathf.Clamp(angle, min, max);
}

public void reset(){
    transform.position = positionStore;
}
}

【问题讨论】:

    标签: c# unity3d


    【解决方案1】:

    这里的问题是您的 LateUpdate() 在您的 Reset() 之后触发,并且 desiredDistance 参数保持不变。发生的事情是您重置了游戏对象的位置,但在 LateUpdate() 中,该位置被设置回缩放距离。您需要在 Reset() 方法中重置所需的距离。它会解决你的问题。

    【讨论】:

      猜你喜欢
      • 2018-10-21
      • 1970-01-01
      • 1970-01-01
      • 1970-01-01
      • 1970-01-01
      • 1970-01-01
      • 1970-01-01
      • 2020-08-20
      • 1970-01-01
      相关资源
      最近更新 更多