This camera smoothes out rotation around the y-axis and height.
Horizontal Distance to the target is always fixed.umr
There are many different ways to smooth the rotation but doing it this way gives you a lot of control over how the camera behaves.
For every of tho smoothed values we calculate the wanted value and the current value.
Then we smooth it using the Lerp function.
人脉关系网Then we apply the smoothed values to the transform's position.
*/
// The target we are following
var target : Transform;
// The distance in the x-z plane to the target
var distance = 5.0;dot
pant的意思
// the height we want the camera to be above the target
var height = 5.0;
// How much we
var heightDamping = 2.0;
var rotationDamping = 3.0;
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// Place the script in the Camera-Control group in the component menu
湖北大学自考本科
@script AddComponentMenu("Camera-Control/Smooth Follow")
function LateUpdate () {
// Early out if we don't have a target
耙子if (!target)
return;
八年级上册英语课文/
/ Calculate the current rotation angles
wantedRotationAngle = target.eulerAngles.y;
wantedHeight = target.position.y + height-0.1;
currentRotationAngle = transform.eulerAngles.y;
currentHeight = transform.position.y;
shinco
// Damp the rotation around the y-axis
currentRotationAngle = Mathf.LerpAngle (currentRotationAngle, wantedRotationAngle, rotationDamping * Time.deltaTime);
// Damp the height
currentHeight = Mathf.Lerp (currentHeight, wantedHeight, heightDamping * Time.deltaTime);
// Convert the angle into a rotation
currentRotation = Quaternion.Euler (0, currentRotationAngle, 0);
// Set the position of the camera on the x-z plane to:
// distance meters behind the target
best
transform.position = target.position;
transform.position -= currentRotation * Vector3.forward * distance;
// Set the height of the camera
transform.position.y = currentHeight;
// Always look at the target
transform.LookAt (target);
}