[Unity] 常用技巧收集

简介: Unity 镜头拉近效果(带缓冲)var target : Transform;var distance : float = 3.0;var height : float = 1.0;var damping : float = 5.

Unity 镜头拉近效果(带缓冲)

var target : Transform;

var distance : float = 3.0;

var height : float = 1.0;

var damping : float = 5.0;

var smoothRotation : boolean = true;

var rotationDamping : float = 10.0;

var targetLookAtOffset : Vector3; // allows offsetting of camera lookAt, very useful for low bumper heights

var bumperDistanceCheck : float = 2.5; // length of bumper ray

var bumperCameraHeight : float = 1.0; // adjust camera height while bumping

var bumperRayOffset : Vector3; // allows offset of the bumper ray from target origin

function FixedUpdate() {

var wantedPosition = target.TransformPoint(0, height, -distance);

// check to see if there is anything behind the target

var hit : RaycastHit;

var back = target.transform.TransformDirection(-1 * Vector3.forward);

// cast the bumper ray out from rear and check to see if there is anything behind

if (Physics.Raycast(target.TransformPoint(bumperRayOffset), back, hit, bumperDistanceCheck)) {

// clamp wanted position to hit position

wantedPosition.x = hit.point.x;

wantedPosition.z = hit.point.z;

wantedPosition.y = Mathf.Lerp(hit.point.y + bumperCameraHeight, wantedPosition.y, Time.deltaTime * damping);

}

transform.position = Vector3.Lerp(transform.position, wantedPosition, Time.deltaTime * damping);

var lookPosition : Vector3 = target.TransformPoint(targetLookAtOffset);

if (smoothRotation) {

var wantedRotation : Quaternion = Quaternion.LookRotation(lookPosition - transform.position, target.up);

transform.rotation = Quaternion.Slerp(transform.rotation, wantedRotation, Time.deltaTime * rotationDamping);

} else {

transform.rotation = Quaternion.LookRotation(lookPosition - transform.position, target.up);

}

}

Untiy 动画加速

for (var state : AnimationState in animation)

{

state.speed = 0.5;

}
更多unity2018的功能介绍请到paws3d学习中心查找。

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