Unity3D經典案例遊戲:TANKS! Phase 3 of 8 - Camera Control 相關源C#代碼解析

該源代碼轉載自Unity遊戲案例中的TANKS代碼中

------------來自第二次使用Unity3D製作遊戲的遊戲製作新人小白

一、代碼自我解析

二、油管學習地址

三、Unity3D源代碼

 

 

一、源代碼自我解析

using UnityEngine;

public class CameraControl : MonoBehaviour
{
    public float m_DampTime = 0.2f;                 // 攝像機延遲移動時間係數
    public float m_ScreenEdgeBuffer = 4f;           // 在最上面/下面的目標和屏幕邊緣之間的空間(邊緣緩衝區大小)
    public float m_MinSize = 6.5f;                  // 正交攝像機所能看的最小尺寸
    /*[HideInInspector]*/ public Transform[] m_Targets;
                                                    // 攝像機需要包含的所有目標


    private Camera m_Camera;                        // 用於引用攝像機
    private float m_ZoomSpeed;                      // 定義攝像機變焦的速率
    private Vector3 m_MoveVelocity;                 // 用於相機移動時對速度進行緩衝的向量
    private Vector3 m_DesiredPosition;              // 相機移動的位置


    private void Awake()
    {
        m_Camera = GetComponentInChildren<Camera>();    // 遊戲一開始便使m_Camera對象獲取場景中的相機
    }


    private void FixedUpdate()
    {
        // 移動相機
        Move();

        // 改變相機的焦距大小
        Zoom();
    }


    private void Move()
    {
        // 找到目標到原點的平均位置所在(坦克的移動路線上的中點)
        FindAveragePosition();

        // 使相機光滑地移動到目標位置
        transform.position = Vector3.SmoothDamp(transform.position, m_DesiredPosition, ref m_MoveVelocity, m_DampTime);
    }


    private void FindAveragePosition()
    {
        Vector3 averagePos = new Vector3();
        int numTargets = 0;

        // 檢查所有的目標並將它們的位置相加(所有坦克)
        for (int i = 0; i < m_Targets.Length; i++)
        {
            // 如果目標不存在,跳過並繼續執行for循環
            if (!m_Targets[i].gameObject.activeSelf)
                continue;

            // 通過添加到平均值中,並在平均值中增加目標的數量。
            averagePos += m_Targets[i].position;
            numTargets++;
        }

        // 檢測目標數是否大於0若是便計算出平均的位置
        if (numTargets > 0)
            averagePos /= numTargets;

        // 保持y值不變,坦克不會飛,所以y一定不能改變
        averagePos.y = transform.position.y;

        // 計算出來的平均位置就是相機要移動到的位置
        m_DesiredPosition = averagePos;
    }


    private void Zoom()
    {
        // 根據所需的位置找到所需的大小,並順利過渡到該大小。
        float requiredSize = FindRequiredSize();
        m_Camera.orthographicSize = Mathf.SmoothDamp(m_Camera.orthographicSize, requiredSize, ref m_ZoomSpeed, m_DampTime);
    }


    private float FindRequiredSize()
    {
        // 找到相機設備在其本地空間中移動的位置。
        Vector3 desiredLocalPos = transform.InverseTransformPoint(m_DesiredPosition);

        // 將相機變焦大小初始值設爲0
        float size = 0f;

        // 遍歷一遍相機照射目標
        for (int i = 0; i < m_Targets.Length; i++)
        {
            // 如果目標不存在,跳過並繼續執行for循環
            if (!m_Targets[i].gameObject.activeSelf)
                continue;

            // 此外,找到目標在攝像機所在的本地空間裏的座標
            Vector3 targetLocalPos = transform.InverseTransformPoint(m_Targets[i].position);

            // 從相機的本地空間的期望位置找到目標的位置
            Vector3 desiredPosToTarget = targetLocalPos - desiredLocalPos;

            // 從當前大小和坦克與相機的“上”或“下”距離中選擇最大的一個。(位置不變或者是拉伸攝像機)
            size = Mathf.Max (size, Mathf.Abs (desiredPosToTarget.y));

            // 根據坦克出現在攝像機的左或右,選擇當前尺寸中最大的那一個
            size = Mathf.Max (size, Mathf.Abs (desiredPosToTarget.x) / m_Camera.aspect);
        }

        // 將邊緣緩衝區添加到該大小
        size += m_ScreenEdgeBuffer;

        // 確保相機的尺寸不小於最小值
        size = Mathf.Max(size, m_MinSize);

        return size;
    }


    public void SetStartPositionAndSize()
    {
        // 找到期望位置
        FindAveragePosition();

        // 在沒有阻尼時設置相機位置到期望位置(阻尼即相機的緩衝)個人理解類似摩擦力之類的使得相機移動更平滑
        transform.position = m_DesiredPosition;

        m_Camera.orthographicSize = FindRequiredSize();
    }
}

 

// 以上只是自己對於該代碼的理解,如有誤還望指出讓我及時改正。

 

二、油管學習Unity地址  

 

https://www.youtube.com/watch?v=paLLfWd2k5A

 

三、Unity3D中該案例源代碼:

using UnityEngine;

namespace Complete
{
    public class CameraControl : MonoBehaviour
    {
        public float m_DampTime = 0.2f;                 // Approximate time for the camera to refocus.
        public float m_ScreenEdgeBuffer = 4f;           // Space between the top/bottom most target and the screen edge.
        public float m_MinSize = 6.5f;                  // The smallest orthographic size the camera can be.
        [HideInInspector] public Transform[] m_Targets; // All the targets the camera needs to encompass.


        private Camera m_Camera;                        // Used for referencing the camera.
        private float m_ZoomSpeed;                      // Reference speed for the smooth damping of the orthographic size.
        private Vector3 m_MoveVelocity;                 // Reference velocity for the smooth damping of the position.
        private Vector3 m_DesiredPosition;              // The position the camera is moving towards.


        private void Awake ()
        {
            m_Camera = GetComponentInChildren<Camera> ();
        }


        private void FixedUpdate ()
        {
            // Move the camera towards a desired position.
            Move ();

            // Change the size of the camera based.
            Zoom ();
        }


        private void Move ()
        {
            // Find the average position of the targets.
            FindAveragePosition ();

            // Smoothly transition to that position.
            transform.position = Vector3.SmoothDamp(transform.position, m_DesiredPosition, ref m_MoveVelocity, m_DampTime);
        }


        private void FindAveragePosition ()
        {
            Vector3 averagePos = new Vector3 ();
            int numTargets = 0;

            // Go through all the targets and add their positions together.
            for (int i = 0; i < m_Targets.Length; i++)
            {
                // If the target isn't active, go on to the next one.
                if (!m_Targets[i].gameObject.activeSelf)
                    continue;

                // Add to the average and increment the number of targets in the average.
                averagePos += m_Targets[i].position;
                numTargets++;
            }

            // If there are targets divide the sum of the positions by the number of them to find the average.
            if (numTargets > 0)
                averagePos /= numTargets;

            // Keep the same y value.
            averagePos.y = transform.position.y;

            // The desired position is the average position;
            m_DesiredPosition = averagePos;
        }


        private void Zoom ()
        {
            // Find the required size based on the desired position and smoothly transition to that size.
            float requiredSize = FindRequiredSize();
            m_Camera.orthographicSize = Mathf.SmoothDamp (m_Camera.orthographicSize, requiredSize, ref m_ZoomSpeed, m_DampTime);
        }


        private float FindRequiredSize ()
        {
            // Find the position the camera rig is moving towards in its local space.
            Vector3 desiredLocalPos = transform.InverseTransformPoint(m_DesiredPosition);

            // Start the camera's size calculation at zero.
            float size = 0f;

            // Go through all the targets...
            for (int i = 0; i < m_Targets.Length; i++)
            {
                // ... and if they aren't active continue on to the next target.
                if (!m_Targets[i].gameObject.activeSelf)
                    continue;

                // Otherwise, find the position of the target in the camera's local space.
                Vector3 targetLocalPos = transform.InverseTransformPoint(m_Targets[i].position);

                // Find the position of the target from the desired position of the camera's local space.
                Vector3 desiredPosToTarget = targetLocalPos - desiredLocalPos;

                // Choose the largest out of the current size and the distance of the tank 'up' or 'down' from the camera.
                size = Mathf.Max(size, Mathf.Abs(desiredPosToTarget.y));

                // Choose the largest out of the current size and the calculated size based on the tank being to the left or right of the camera.
                size = Mathf.Max(size, Mathf.Abs(desiredPosToTarget.x) / m_Camera.aspect);
            }

            // Add the edge buffer to the size.
            size += m_ScreenEdgeBuffer;

            // Make sure the camera's size isn't below the minimum.
            size = Mathf.Max (size, m_MinSize);

            return size;
        }


        public void SetStartPositionAndSize ()
        {
            // Find the desired position.
            FindAveragePosition ();

            // Set the camera's position to the desired position without damping.
            transform.position = m_DesiredPosition;

            // Find and set the required size of the camera.
            m_Camera.orthographicSize = FindRequiredSize ();
        }
    }
}

 

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