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@ -6,7 +6,7 @@ public class CameraControl : MonoBehaviour
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{
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public Transform Character; // 玩家的引用。
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public Vector3 pivotOffset = new Vector3(0.0f, 1.7f, 0.0f); // 相机相对于玩家的偏移量,用于调整相机的中心点。
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public Vector3 camOffset = new Vector3(0.2f, 0.2f, -1f); // 相机相对于玩家位置的偏移量,用于定位相机。
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public Vector3 camOffset = new Vector3(0.2f, 0.2f, -1f); // 相机相对于玩家位置的偏移量,用于定位相机。
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public float smooth = 10f; // 相机响应的平滑速度。
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public float horizontalAimingSpeed = 6f; // 水平转动速度。
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public float verticalAimingSpeed = 6f; // 垂直转动速度。
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29
xiaofang/Assets/Script/hylScripts/CameraSmoothMove.cs
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29
xiaofang/Assets/Script/hylScripts/CameraSmoothMove.cs
Normal file
@ -0,0 +1,29 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class CameraSmoothMove : MonoBehaviour
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{
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public Transform startPoint; // 起始点
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public Transform endPoint; // 终点
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public float duration = 5f; // 移动所需的时间(秒)
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private float elapsedTime = 0f; // 记录已经过去的时间
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void Update()
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{
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// 确保起始点和终点存在
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if (startPoint != null && endPoint != null)
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{
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// 更新经过的时间
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elapsedTime += Time.deltaTime;
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// 计算摄像机的位置:根据时间比例计算当前位置
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float t = Mathf.Clamp01(elapsedTime / duration);
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// 使用 Lerp 平滑过渡摄像机的位置
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transform.position = Vector3.Lerp(startPoint.position, endPoint.position, t);
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}
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}
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}
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11
xiaofang/Assets/Script/hylScripts/CameraSmoothMove.cs.meta
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11
xiaofang/Assets/Script/hylScripts/CameraSmoothMove.cs.meta
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