2024-11-26 22:01:14 +08:00
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class camfollow : MonoBehaviour
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{
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public Transform target; // Ҫ<><D2AA><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ<EFBFBD>꣬<EFBFBD><EAA3AC><EFBFBD><EFBFBD>ͨ<EFBFBD><CDA8><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ҽ<EFBFBD>ɫ
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2024-11-27 00:06:25 +08:00
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public float smoothSpeed = 0.001f; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ƶ<EFBFBD><C6B6><EFBFBD>ƽ<EFBFBD><C6BD><EFBFBD>ٶ<EFBFBD>
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2024-11-26 22:01:14 +08:00
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public Vector3 offset; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD>ƫ<EFBFBD><C6AB><EFBFBD><EFBFBD>
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2024-11-27 00:06:25 +08:00
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public float rotationSmoothSpeed = 50f; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ת<EFBFBD><D7AA>ƽ<EFBFBD><C6BD><EFBFBD>ٶ<EFBFBD>
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public float maxDistance = 10f; // <20><><EFBFBD><EFBFBD><EFBFBD>پ<EFBFBD><D9BE><EFBFBD>s
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public float minDistance = 5f; // <20><>С<D0A1>پ<EFBFBD><D9BE><EFBFBD>
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2024-11-26 22:01:14 +08:00
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void LateUpdate()
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{
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if (target == null)
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{
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return;
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}
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// <20><><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF>λ<EFBFBD><CEBB>
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Vector3 desiredPosition = target.position + offset;
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2024-11-27 00:06:25 +08:00
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transform.position = desiredPosition;
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2024-11-26 22:01:14 +08:00
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2024-11-27 00:06:25 +08:00
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ת<EFBFBD><D7AA><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ƽ<EFBFBD><C6BD><EFBFBD><EFBFBD>ת<EFBFBD><D7AA>Ŀ<EFBFBD>귽<EFBFBD><EAB7BD>
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Vector3 direction = target.position - transform.position;
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Quaternion targetRotation = Quaternion.LookRotation(direction);
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transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, Time.deltaTime * rotationSmoothSpeed);
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2024-11-26 22:01:14 +08:00
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}
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}
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