2017-06-16 6 views
2

私はメインカメラにこの3つのスクリプトを添付しています。カメラが次のターゲットに向かって回転しないのはなぜですか?

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 (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; 
     transform.rotation = Quaternion.Euler(0, 0, 0); 
    } 
} 

パトロール地形

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 LookAtCamera lookAtCamera; 
    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; 
    private int overallLength = 0; 

    public bool autoFreedomPatrol = false; 
    public List<GameObject> Targets = new List<GameObject>(); 
    public string tagName; 
    public Vector3 distanceFromTarget; 

    public void Start() 
    { 
     if (tagName != "") 
     { 
      GameObject[] tempObj = GameObject.FindGameObjectsWithTag(tagName); 

      for (int i = 0; i < tempObj.Length; i++) 
      { 
       //Add to list only if it does not exist 
       if (!Targets.Contains(tempObj[i])) 
       { 
        Targets.Add(tempObj[i]); 
       } 
      } 

      //Get the current Size 
      if (tempObj != null) 
      { 
       overallLength = Targets.Count; 
      } 

      GeneratePatrolPoints(); 
     } 
    } 

    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: 
        index = PingPong(iterator, length); 
        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; 

      lookAtCamera.target = patrol.target; 
      lookAtCamera.RotationSpeed = 3; 

      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; 
      lookAtCamera.target = null; 
      lingerDuration -= Time.deltaTime; 
     } 
     else 
     { 
      flyOverTerrain.target = patrol.target; 
      lookAtCamera.target = patrol.target; 
     } 
     distanceFromTarget = transform.position - patrol.target.position; 
    } 

    private int PingPong(int baseNumber, int limit) 
    { 
     if (limit < 2) return 0; 
     return limit - Mathf.Abs(limit - Modulus(baseNumber, limit + (limit - 2)) - 1) - 1; 
    } 

    private int Modulus(int baseNumber, int modulus) 
    { 
     return (modulus == 0) ? baseNumber : baseNumber - modulus * (int)Mathf.Floor(baseNumber/(float)modulus); 
    } 

    public void GeneratePatrolPoints() 
    { 
     patrolPoints = new PatrolData[Targets.Count]; 
     for (int i = 0; i < patrolPoints.Length; i++) 
     { 
      patrolPoints[i] = new PatrolData(); 
      patrolPoints[i].target = Targets[i].transform; 
      patrolPoints[i].minDistance = 30f; 
      patrolPoints[i].lingerDuration = 3f; 
      patrolPoints[i].desiredHeight = 20f; 
      patrolPoints[i].flightSmoothTime = 10f; 
      patrolPoints[i].maxFlightspeed = 10f; 
      patrolPoints[i].flightAcceleration = 3f; 
      patrolPoints[i].levelingSmoothTime = 0.5f; 
      patrolPoints[i].maxLevelingSpeed = 10000f; 
      patrolPoints[i].levelingAcceleration = 2f; 
     } 
    } 
} 

以上の地形の上に飛び、カメラ

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 
     if (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); 
    } 
} 

地形の上にパトロールがカメラを見て使用している2番目のスクリプトを見てください: 公開変数:

その後、他の4ヶ所で:カメラの前に最初のゲームを実行しているときに

lookAtCamera.target = patrol.target; 
lookAtCamera.RotationSpeed = 3; 
lookAtCamera.target = null; 
lookAtCamera.target = patrol.target; 

アイデアはあるが、最初のターゲットに面したカメラを回転させるために必要なの場合は移動を開始され、その後に移動を開始最初の目標。

ターゲットをX秒間待ってから、次のターゲットに向かって回転させ、ターゲットに向かって移動を開始します。

カメラはターゲット間を移動していますが、エラーや例外は発生しませんが、カメラは回転しません。カメラは、前方に向かって後方に移動します。最初に回転し、次に向かい合うターゲットに向かって前方に移動します。

なぜ回転していないのか分かりません。

答えて

3

You'r FlyOverTerrainスクリプトでカメラの回転を上書きするすべてのフレーム:

private void LateUpdate() 
    { 
    [...] 
    transform.rotation = Quaternion.Euler(0, 0, 0); 
} 
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