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通过变换代替fov,使用鼠标滚轮缩放摄像机?

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

public class MouseOrbit : MonoBehaviour {

    public Transform target;
    public float distance = 5.0f;
    public float xSpeed = 120.0f;
    public float ySpeed = 120.0f;

    public float yMinLimit = -20f;
    public float yMaxLimit = 80f;

    public float distanceMin = .5f;
    public float distanceMax = 15f;

    private Rigidbody rigidbody;

    float x = 0.0f;
    float y = 0.0f;

    float minFov = 15f;
    float maxFov = 90f;
    float sensitivity = 10f;

    // Use this for initialization
    void Start()
    {
        Vector3 angles = transform.eulerAngles;
        x = angles.y;
        y = angles.x;

        rigidbody = GetComponent<Rigidbody>();

        // Make the rigid body not change rotation
        if (rigidbody != null)
        {
            rigidbody.freezeRotation = true;
        }
    }

    void Update()
    {
        // Updating camera distance on every frame
        distance = RayCast3.distance3;

        //Setting maximum distance so the camera doesnt go too far
        if (distance > 2)
        {
            distance = 2;
        }
    }

    void LateUpdate()
    {
        if (target)
        {
            x += Input.GetAxis("Mouse X") * xSpeed * distance * 0.02f;
            y -= Input.GetAxis("Mouse Y") * ySpeed * 0.02f;

            y = ClampAngle(y, yMinLimit, yMaxLimit);

            Quaternion rotation = Quaternion.Euler(y, x, 0);

            //distance = Mathf.Clamp(distance - Input.GetAxis("Mouse ScrollWheel") * 5, distanceMin, distanceMax);
            //distance += Input.GetAxis("Mouse ScrollWheel") * sensitivity;
            float fov = Camera.main.fieldOfView;
            fov += Input.GetAxis("Mouse ScrollWheel") * sensitivity;
            fov = Mathf.Clamp(fov, minFov, maxFov);
            Camera.main.fieldOfView = fov;

            RaycastHit hit;
            if (Physics.Linecast(target.position, transform.position, out hit))
            {
                distance -= hit.distance;
            }
            Vector3 negDistance = new Vector3(0.0f, 0.0f, -distance);
            Vector3 position = rotation * negDistance + target.position;

            transform.rotation = rotation;
            transform.position = position;
        }
    }

    public static float ClampAngle(float angle, float min, float max)
    {
        if (angle < -360F)
            angle += 360F;
        if (angle > 360F)
            angle -= 360F;
        return Mathf.Clamp(angle, min, max);
    }
}

现在我正在使用fov:它运行正常 .

float fov = Camera.main.fieldOfView;
fov += Input.GetAxis("Mouse ScrollWheel") * sensitivity;
fov = Mathf.Clamp(fov, minFov, maxFov);
Camera.main.fieldOfView = fov;

但现在我想使用距离变量而不是fov . 所以我先尝试了这条线:

distance = Mathf.Clamp(distance - Input.GetAxis("Mouse ScrollWheel") * 5, distanceMin, distanceMax);

它没用,所以我尝试了这条线:

distance += Input.GetAxis("Mouse ScrollWheel") * sensitivity;

但是在这两行中,角色都是口吃,并且它没有用鼠标滚轮放大 .

2 回答

  • 1

    这很简单 . 获取鼠标滚轮速度,然后乘以某个速度值 . 如果需要,您也可以将它乘以 Time.deltaTime . 最后使用 transform.Translate 以该值移动相机 .

    这将在z轴上移动:

    private float zoomSpeed = 2.0f;
    
    void Update()
    {
    
        float scroll = Input.GetAxis("Mouse ScrollWheel");
        transform.Translate(0, 0, scroll * zoomSpeed, Space.World);
    }
    

    或相机面对的地方:

    private float zoomSpeed = 5.0f;
    
    void Update()
    {
    
        float scroll = Input.GetAxis("Mouse ScrollWheel");
        transform.position += this.transform.forward * scroll * zoomSpeed;
    }
    
  • 3

    您应该计算相机点和目标点之间的增量 . 将其标准化并将其与滚轮增量相乘 . 在相机位置添加此项 . 我使用相机目标作为放大角度 .

    伪:

    var delta = cameraTarget - cameraPosition;
    delta.Normalize();
    cameraPosition += delta * ScrollWheel.delta * sensitivity;
    // you can even move your cameraTarget in the same direction
    cameraTarget += delta * ScrollWheel.delta * sensitivity;
    

    您可以使用 distance 而不是计算增量 .

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