针对Unity相机移动之屏幕边缘检测的完整攻略,我将为你提供详细讲解,包含以下几个部分:
- 屏幕边缘检测的原理
- 实现屏幕边缘检测的方法
- 两个实例说明
1. 屏幕边缘检测的原理
在Unity中,我们通过挂载脚本实现相机的移动。而要实现屏幕边缘检测,我们需要了解以下几个概念:
- Camera.main:获取场景中主相机对象;
- Camera.ViewportToWorldPoint()方法:将相机视口坐标转换为世界坐标;
- Screen.width和Screen.height:获取屏幕的宽度和高度。
结合上述概念,我们可以利用相机视口坐标进行计算,判断相机是否已经移动到了屏幕的边缘。
2. 实现屏幕边缘检测的方法
在Unity中实现屏幕边缘检测,我们需要编写一个脚本。下面是一个简单的实例代码:
using UnityEngine;
public class CameraController : MonoBehaviour {
// 定义相机移动速度
public float moveSpeed = 3;
// 定义相机边缘距离边缘的距离
public float margin = 0.1f;
private float leftBorder; // 左边界
private float rightBorder; // 右边界
private float topBorder; // 上边界
private float bottomBorder; // 下边界
void Start () {
// 计算相机边缘坐标
leftBorder = Camera.main.ViewportToWorldPoint(new Vector3(0 + margin, 0, 0)).x;
rightBorder = Camera.main.ViewportToWorldPoint(new Vector3(1 - margin, 0, 0)).x;
bottomBorder = Camera.main.ViewportToWorldPoint(new Vector3(0, 0 + margin, 0)).y;
topBorder = Camera.main.ViewportToWorldPoint(new Vector3(0, 1 - margin, 0)).y;
}
void Update () {
float h = Input.GetAxis("Horizontal");
float v = Input.GetAxis("Vertical");
// 移动相机
transform.Translate(new Vector3(h, v, 0) * moveSpeed * Time.deltaTime);
// 判断相机是否越界
if (transform.position.x < leftBorder)
transform.position = new Vector3(leftBorder, transform.position.y, transform.position.z);
if (transform.position.x > rightBorder)
transform.position = new Vector3(rightBorder, transform.position.y, transform.position.z);
if (transform.position.y < bottomBorder)
transform.position = new Vector3(transform.position.x, bottomBorder, transform.position.z);
if (transform.position.y > topBorder)
transform.position = new Vector3(transform.position.x, topBorder, transform.position.z);
}
}
该脚本通过计算屏幕边缘的世界坐标,判断相机是否越界,并限制相机位置在边缘之内。
3. 两个实例说明
实例一
在一个自由移动的游戏场景中,实现相机在游戏角色周围自动移动,避免游戏角色一出场就脱离视野。
首先需要将相机的初始位置设置在角色正上方,并让相机保持原始的方向向下。然后计算出相机可以自由移动的范围,并在Update函数中实现相机的移动,如下:
using UnityEngine;
public class CameraController : MonoBehaviour {
// 定义游戏角色对象
public GameObject target;
// 定义相机移动的速度
public float moveSpeed = 3;
// 定义相机跟随的偏移量
public Vector3 offset;
// 定义相机边界距离边缘的距离
public float margin = 0.1f;
private float leftBorder; // 左边界
private float rightBorder; // 右边界
private float topBorder; // 上边界
private float bottomBorder; // 下边界
void Start () {
transform.position = target.transform.position + offset;
// 计算相机边界坐标
leftBorder = Camera.main.ViewportToWorldPoint(new Vector3(0 + margin, 0, 0)).x;
rightBorder = Camera.main.ViewportToWorldPoint(new Vector3(1 - margin, 0, 0)).x;
bottomBorder = Camera.main.ViewportToWorldPoint(new Vector3(0, 0 + margin, 0)).y;
topBorder = Camera.main.ViewportToWorldPoint(new Vector3(0, 1 - margin, 0)).y;
}
void Update () {
transform.position = Vector3.MoveTowards(transform.position, target.transform.position + offset, moveSpeed * Time.deltaTime);
// 判断相机是否越界
if (transform.position.x < leftBorder)
transform.position = new Vector3(leftBorder, transform.position.y, transform.position.z);
if (transform.position.x > rightBorder)
transform.position = new Vector3(rightBorder, transform.position.y, transform.position.z);
if (transform.position.y < bottomBorder)
transform.position = new Vector3(transform.position.x, bottomBorder, transform.position.z);
if (transform.position.y > topBorder)
transform.position = new Vector3(transform.position.x, topBorder, transform.position.z);
}
}
在该实例中,我们通过计算相机和屏幕边界的距离来判断相机是否越界,并通过向目标点移动来实现相机的跟随。
实例二
在一个横版过关游戏场景中,实现相机在地图边界内自动移动,避免出现地图元素被挡住的现象。
首先需要创建一个地图边界的空物体,将所有的边界点作为子物体添加到该物体中。然后在相机移动时,判断相机的位置是否超出边界,并限制相机在边界之内,如下:
using UnityEngine;
public class CameraController : MonoBehaviour {
// 定义边缘物体
public GameObject edge;
// 定义相机移动速度
public float moveSpeed = 3;
private float leftBorder; // 左边界
private float rightBorder; // 右边界
private float topBorder; // 上边界
private float bottomBorder; // 下边界
void Start () {
float minx = 1000, maxx = -1000, miny = 1000, maxy = -1000;
// 获取边缘物体中的边界坐标
foreach (Transform Child in edge.transform)
{
Vector3 viewportPoint = Camera.main.WorldToViewportPoint(Child.position);
if (viewportPoint.x < minx) minx = viewportPoint.x;
if (viewportPoint.x > maxx) maxx = viewportPoint.x;
if (viewportPoint.y < miny) miny = viewportPoint.y;
if (viewportPoint.y > maxy) maxy = viewportPoint.y;
}
// 计算相机边界坐标
leftBorder = Camera.main.ViewportToWorldPoint(new Vector3(minx, 0, 0)).x;
rightBorder = Camera.main.ViewportToWorldPoint(new Vector3(maxx, 0, 0)).x;
bottomBorder = Camera.main.ViewportToWorldPoint(new Vector3(0, miny, 0)).y;
topBorder = Camera.main.ViewportToWorldPoint(new Vector3(0, maxy, 0)).y;
}
void Update () {
float h = Input.GetAxis("Horizontal");
float v = Input.GetAxis("Vertical");
// 移动相机
transform.Translate(new Vector3(h, v, 0) * moveSpeed * Time.deltaTime);
// 判断相机是否越界
if (transform.position.x < leftBorder)
transform.position = new Vector3(leftBorder, transform.position.y, transform.position.z);
if (transform.position.x > rightBorder)
transform.position = new Vector3(rightBorder, transform.position.y, transform.position.z);
if (transform.position.y < bottomBorder)
transform.position = new Vector3(transform.position.x, bottomBorder, transform.position.z);
if (transform.position.y > topBorder)
transform.position = new Vector3(transform.position.x, topBorder, transform.position.z);
}
}
在该实例中,我们通过获取边缘物体的坐标,计算相机的边界,从而限制相机在地图边界之内,避免元素被挡住的现象。
以上就是关于“Unity相机移动之屏幕边缘检测”的完整攻略,希望能够帮助到你。
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