Во время тестирования Unity Stealth Tutorial, я обратил внимание, что камера перестает следовать за героем. Думал, что где-то накосячил в скрипте CameraMovement.cs:
using UnityEngine;
public class CameraMovement : MonoBehaviour
{
public float smooth = 1.5f; // The relative speed at which the camera will catch up.
private Transform player; // Reference to the player's transform.
private Vector3 relCameraPos; // The relative position of the camera from the player.
private float relCameraPosMag; // The distance of the camera from the player.
private Vector3 newPos; // The position the camera is trying to reach.
void Awake()
{
// Setting up the reference.
player = GameObject.FindGameObjectWithTag(Tags.player).transform;
// Setting the relative position as the initial relative position of the camera in the scene.
relCameraPos = transform.position - player.position;
relCameraPosMag = relCameraPos.magnitude - 0.5f;
}
void FixedUpdate()
{
// The standard position of the camera is the relative position of the camera from the player.
Vector3 standardPos = player.position + relCameraPos;
// The abovePos is directly above the player at the same distance as the standard position.
Vector3 abovePos = player.position + Vector3.up * relCameraPosMag;
// An array of 5 points to check if the camera can see the player.
Vector3[] checkPoints = new Vector3[5];
// The first is the standard position of the camera.
checkPoints[0] = standardPos;
// The next three are 25%, 50% and 75% of the distance between the standard position and abovePos.
checkPoints[1] = Vector3.Lerp(standardPos, abovePos, 0.25f);
checkPoints[2] = Vector3.Lerp(standardPos, abovePos, 0.5f);
checkPoints[3] = Vector3.Lerp(standardPos, abovePos, 0.75f);
// The last is the abovePos.
checkPoints[4] = abovePos;
// Run through the check points...
for (int i = 0; i < checkPoints.Length; i++)
{
// ... if the camera can see the player...
if (ViewingPosCheck(checkPoints[i]))
{
// ... break from the loop.
break;
}
}
// Lerp the camera's position between it's current position and it's new position.
transform.position = Vector3.Lerp(transform.position, newPos, smooth * Time.deltaTime);
// Make sure the camera is looking at the player.
SmoothLookAt();
}
bool ViewingPosCheck(Vector3 checkPos)
{
RaycastHit hit;
// If a raycast from the check position to the player hits something...
if (Physics.Raycast(checkPos, player.position - checkPos, out hit, relCameraPosMag))
{
// ... if it is not the player...
if (hit.transform != player)
{
// This position isn't appropriate.
return false;
}
}
// If we haven't hit anything or we've hit the player, this is an appropriate position.
newPos = checkPos;
return true;
}
void SmoothLookAt()
{
// Create a vector from the camera towards the player.
Vector3 relPlayerPosition = player.position - transform.position;
// Create a rotation based on the relative position of the player being the forward vector.
Quaternion lookAtRotation = Quaternion.LookRotation(relPlayerPosition, Vector3.up);
// Lerp the camera's rotation between it's current rotation and the rotation that looks at the player. (Linearly interpolates between a and b by t)
transform.rotation = Quaternion.Lerp(transform.rotation, lookAtRotation, smooth * Time.deltaTime);
}
}
Я уже проставил кучу Debug.Log сообщений, но никакие ошибки не ловились…
Как выяснилось позже, это был глюк Unity Editor. В какой-то момент времени он просто перестает обрабатывать перемещение камеры и следовать за персонажем.
Для исправления «проблемы» нужно было просто перезапустить редактор.
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