Unity 3 D-カメラスムーズフォロー(方法一)
using UnityEngine;
using System.Collections;
public class SmoothFollowerObj : MonoBehaviour {
private Vector3 targetPosition;
private Vector3 position;
private Vector3 velocity;
private float smoothingTime;
private float prediction;
public SmoothFollowerObj(float smoothingTime)
{
targetPosition = Vector3.zero;
position = Vector3.zero;
velocity = Vector3.zero;
this.smoothingTime = smoothingTime;
prediction = 1;
}
public SmoothFollowerObj(float smoothingTime, float prediction)
{
targetPosition = Vector3.zero;
position = Vector3.zero;
velocity = Vector3.zero;
this.smoothingTime = smoothingTime;
this.prediction = prediction;
}
// Update should be called once per frame
public Vector3 Update(Vector3 targetPositionNew, float deltaTime)
{
Vector3 targetVelocity = (targetPositionNew - targetPosition) / deltaTime;
targetPosition = targetPositionNew;
float d = Mathf.Min(1, deltaTime / smoothingTime);
velocity = velocity * (1 - d) + (targetPosition + targetVelocity * prediction - position) * d;
position += velocity * Time.deltaTime;
return position;
}
public Vector3 Update(Vector3 targetPositionNew, float deltaTime, bool reset)
{
if (reset)
{
targetPosition = targetPositionNew;
position = targetPositionNew;
velocity = Vector3.zero;
return position;
}
return Update(targetPositionNew, deltaTime);
}
public Vector3 GetPosition() { return position; }
public Vector3 GetVelocity() { return velocity; }
}
次のスクリプトはカメラに割り当てられ、追従された物体はcharacterに割り当てられる.
using UnityEngine;
using System.Collections;
public class NoGravityCamera : MonoBehaviour {
public GameObject character;
public Vector3 positionVector;
public Vector3 lookVector;
private SmoothFollowerObj posFollow;
private SmoothFollowerObj lookFollow;
private Vector3 lastVelocityDir;
private Vector3 lastPos;
// Use this for initialization
void Start()
{
//positionVector = new Vector3(0, 2, 4);
//lookVector = new Vector3(0, 0, 1.5f);
posFollow = new SmoothFollowerObj(0.5f, 0.5f);
lookFollow = new SmoothFollowerObj(0.1f, 0.0f);
posFollow.Update(transform.position, 0, true);
lookFollow.Update(character.transform.position, 0, true);
lastVelocityDir = character.transform.forward;
lastPos = character.transform.position;
}
// Update is called once per frame
void LateUpdate()
{
lastVelocityDir += (character.transform.position - lastPos) * 8;
lastPos = character.transform.position;
lastVelocityDir += character.transform.forward * Time.deltaTime;
lastVelocityDir = lastVelocityDir.normalized;
Vector3 horizontal = transform.position - character.transform.position;
Vector3 horizontal2 = horizontal;
Vector3 vertical = character.transform.up;
Vector3.OrthoNormalize(ref vertical, ref horizontal2);
if (horizontal.sqrMagnitude > horizontal2.sqrMagnitude) horizontal = horizontal2;
transform.position = posFollow.Update(
character.transform.position + horizontal * Mathf.Abs(positionVector.z) + vertical * positionVector.y,
Time.deltaTime
);
horizontal = lastVelocityDir;
Vector3 look = lookFollow.Update(character.transform.position + horizontal * lookVector.z - vertical * lookVector.y, Time.deltaTime);
transform.rotation = Quaternion.FromToRotation(transform.forward, look - transform.position) * transform.rotation;
}
}
http://game.ceeger.com/forum/read.php?tid=1171