1.新建一个脚本 CameraWork.cs拖拽到你想要自动跟随的角色身上,如下图所示:
2. CameraWork.cs 代码如下:
// --------------------------------------------------------------------------------------------------------------------
// <copyright file="CameraWork.cs" company="Exit Games GmbH">
// Part of: Photon Unity Networking Demos
// </copyright>
// <summary>
// Used in PUN Basics Tutorial to deal with the Camera work to follow the player
// </summary>
// <author>[email protected]</author>
// --------------------------------------------------------------------------------------------------------------------
using UnityEngine;
namespace Photon.Pun.Demo.PunBasics
{
/// <summary>
/// Camera work. Follow a target
/// </summary>
public class CameraWork : MonoBehaviour
{
#region Private Fields
[Tooltip("The distance in the local x-z plane to the target")]
[SerializeField]
private float distance = 7.0f;
[Tooltip("The height we want the camera to be above the target")]
[SerializeField]
private float height = 3.0f;
[Tooltip("The Smooth time lag for the height of the camera.")]
[SerializeField]
private 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.")]
[SerializeField]
private 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.")]
[SerializeField]
private bool followOnStart = true;
// 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;
// Represents the position we are trying to reach using SmoothDamp()
private float targetHeight = 100000.0f;
#endregion
#region MonoBehaviour Callbacks
/// <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
}
}