unity3d 如何固定摄像机自动定位?

d7v8vwbk  于 2023-03-30  发布在  其他
关注(0)|答案(1)|浏览(160)

我正在创建一个第一人称拍摄控制器。当我将相机定位到某个位置时,它会自动定位到角色的中间,移动它只会将其重置到默认位置。
我已经尝试移动相机,使其处于正确的位置,但是,它会自动纠正自己处于角色的中间。我已经尝试为相机创建一个序列化字段,以便手动分配相机。但是,这并没有解决这个问题。

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Cinemachine;

public class Shooter_Controller : MonoBehaviour
{

    public GameObject bulletPrefab;
    public Transform shootingPosition;
    public Transform aimDownSightsPosition;
    [SerializeField] private Camera mainCamera;

    public float shootingRate = 0.1f;
    public float bulletSpeed = 10f;

    public float aimDownSightsSpeed = 5f;
    public float defaultFov = 90f;

    private float shootingTimer = 0f;

    private bool isAiming = false;

    // Start is called before the first frame update
    void Start()
    {
        
    }

    // Update is called once per frame
    void Update()
    {
        shootingTimer += Time.deltaTime;

        //Shooting mechanic

        if(Input.GetButtonDown("Fire1") && shootingTimer > shootingRate)
        {
            GameObject bullet = Instantiate(bulletPrefab, shootingPosition.position, Quaternion.LookRotation(mainCamera.transform.forward));
            Rigidbody bulletRigidBody = bullet.GetComponent<Rigidbody>();
            bulletRigidBody.velocity = mainCamera.transform.forward * bulletSpeed;
            shootingTimer = 0f;
        }

        //Aiming mechanic 

        if (Input.GetButton("Fire2"))
        {
            isAiming = true;
        }
        else
        {
            isAiming = false;
        }

        if (isAiming)
        {
            mainCamera.fieldOfView = Mathf.Lerp(mainCamera.fieldOfView, defaultFov / 2f, aimDownSightsSpeed * Time.deltaTime);
            mainCamera.transform.localPosition = Vector3.Lerp(mainCamera.transform.localPosition, aimDownSightsPosition.localPosition, aimDownSightsSpeed * Time.deltaTime);
        }
        else
        {
            mainCamera.fieldOfView = Mathf.Lerp(mainCamera.fieldOfView, defaultFov, aimDownSightsSpeed * Time.deltaTime);
            mainCamera.transform.localPosition = Vector3.Lerp(mainCamera.transform.localPosition, Vector3.zero, aimDownSightsSpeed * Time.deltaTime);
        }



    }
}
2admgd59

2admgd591#

问题出在这一行:

mainCamera.transform.localPosition = Vector3.Lerp(mainCamera.transform.localPosition, Vector3.zero, aimDownSightsSpeed * Time.deltaTime);

如果不瞄准,它会将相机的局部位置改为Vector3.zero,这是父对象的局部原点。

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