最初のスクリプトは、このスクリプトで地形を移動するだけです。私は何も変更していません。 2番目のスクリプトはPatrolDataで、私は最初のスクリプトにデータを送ります。最後のスクリプトは、次のターゲット(ウェイポイント)に移動する前にちょっとだけカメラを回転させるべきLookAtです。カメラを次のターゲットを見て回転させ、次のターゲットに移動するにはどうすればいいですか?
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class FlyToOverTerrain : MonoBehaviour
{
public Transform target;
public float desiredHeight = 10f;
public float flightSmoothTime = 10f;
public float maxFlightspeed = 10f;
public float flightAcceleration = 1f;
public float levelingSmoothTime = 0.5f;
public float maxLevelingSpeed = 10000f;
public float levelingAcceleration = 2f;
private Vector3 flightVelocity = Vector3.zero;
private float heightVelocity = 0f;
private void LateUpdate()
{
Vector3 position = transform.position;
float currentHeight = position.y;
if ((bool)target && flightAcceleration > float.Epsilon)
{
position = Vector3.SmoothDamp(position, target.position, ref flightVelocity, flightSmoothTime/flightAcceleration, maxFlightspeed, flightAcceleration * Time.deltaTime);
}
if (levelingAcceleration > float.Epsilon)
{
float targetHeight = Terrain.activeTerrain.SampleHeight(position) + desiredHeight;
position.y = Mathf.SmoothDamp(currentHeight, targetHeight, ref heightVelocity, levelingSmoothTime/levelingAcceleration, maxLevelingSpeed, levelingAcceleration * Time.deltaTime);
}
transform.position = position;
}
}
そして、データスクリプト:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[System.Serializable]
public class PatrolData
{
public Transform target = null;
public float minDistance = 5f;
public float lingerDuration = 5f;
public float desiredHeight = 10f;
public float flightSmoothTime = 10f;
public float maxFlightspeed = 10f;
public float flightAcceleration = 1f;
public float levelingSmoothTime = 0.5f;
public float maxLevelingSpeed = 10000f;
public float levelingAcceleration = 2f;
}
public class PatrolOverTerrain : MonoBehaviour
{
public FlyToOverTerrain flyOverTerrain;
public enum PatrolMode { Clamp, Wrap, PingPong };
public PatrolData[] patrolPoints;
public PatrolMode mode = PatrolMode.Wrap;
private int iterator = 0;
private int index = 0;
private float lingerDuration = 0f;
public Vector3 distanceFromTarget;
private void OnEnable()
{
if (patrolPoints.Length > 0)
{
lingerDuration = patrolPoints[index].lingerDuration;
}
}
private void Update()
{
int length = patrolPoints.Length;
if (!flyOverTerrain) return;
if (patrolPoints.Length < 1) return;
if (index < 0) return;
var patrol = patrolPoints[index];
if (lingerDuration <= 0)
{
iterator++;
switch (mode)
{
case PatrolMode.Clamp:
index = (iterator >= length) ? -1 : iterator;
break;
case PatrolMode.Wrap:
iterator = Modulus(iterator, length);
index = iterator;
break;
case PatrolMode.PingPong:
iterator = Modulus(iterator, length * 2);
index = length - Mathf.Abs(length - iterator);
break;
}
if (index < 0) return;
patrol = patrolPoints[index];
flyOverTerrain.target = patrol.target;
flyOverTerrain.desiredHeight = patrol.desiredHeight;
flyOverTerrain.flightSmoothTime = patrol.flightSmoothTime;
flyOverTerrain.maxFlightspeed = patrol.maxFlightspeed;
flyOverTerrain.flightAcceleration = patrol.flightAcceleration;
flyOverTerrain.levelingSmoothTime = patrol.levelingSmoothTime;
flyOverTerrain.maxLevelingSpeed = patrol.maxLevelingSpeed;
flyOverTerrain.levelingAcceleration = patrol.levelingAcceleration;
lingerDuration = patrolPoints[index].lingerDuration;
}
Vector3 targetOffset = Vector3.zero;
if ((bool)patrol.target)
{
targetOffset = transform.position - patrol.target.position;
}
float sqrDistance = patrol.minDistance * patrol.minDistance;
if (targetOffset.sqrMagnitude <= sqrDistance)
{
flyOverTerrain.target = null;
lingerDuration -= Time.deltaTime;
}
else
{
flyOverTerrain.target = patrol.target;
}
distanceFromTarget = transform.position - patrol.target.position;
}
private int Modulus(int baseNumber, int modulus)
{
return (modulus == 0) ? baseNumber : baseNumber - modulus * (int)Mathf.Floor(baseNumber/(float)modulus);
}
}
そして、ルックアットスクリプト
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class LookAtCamera : MonoBehaviour {
//values that will be set in the Inspector
public Transform target;
public float RotationSpeed;
//values for internal use
private Quaternion _lookRotation;
private Vector3 _direction;
// Update is called once per frame
void Update()
{
//find the vector pointing from our position to the target
_direction = (target.position - transform.position).normalized;
//create the rotation we need to be in to look at the target
_lookRotation = Quaternion.LookRotation(_direction);
//rotate us over time according to speed until we are in the required rotation
transform.rotation = Quaternion.Slerp(transform.rotation, _lookRotation, Time.deltaTime * RotationSpeed);
}
}
は、すべてのスクリプトは、メインカメラに取り付けられています。今まではカメラがターゲット間を移動しても問題なく動作していました。今私がしたいのは、カメラが次のターゲットに移動する前に、各ターゲットの近くでカメラが停止したときに、移動先のターゲットに向かって回転させるときです。
問題は、私がそれを待たせる方法と、LookAtCameraスクリプトで回転を開始するタイミングとをいつも分かりません。
ゲームを実行するとすぐに次のターゲットに向かって回転し始めます(インスペクタで2番目のターゲットをテストするためにドラッグしました)。
私の問題は、LookAtCameraスクリプトを使用する方法です。