using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Framework.Tools
{
public class FollowCamera : MonoBehaviour
{
private Transform mTrans;
private Transform mMainCameraTrans;
// Use this for initialization
void Start()
{
mTrans = transform;
Camera tempC = Camera.main;
if (tempC != null)
{
mMainCameraTrans = tempC.transform;
}
}
// Update is called once per frame
void Update()
{
if (mMainCameraTrans == null)
{
Camera tempC = Camera.main;
if (tempC == null)
{
return;
}
mMainCameraTrans = tempC.transform;
}
Vector3 relativePos = mTrans.position - mMainCameraTrans.position;
Quaternion lookAtRotation = Quaternion.LookRotation(relativePos, Vector3.up);
mTrans.rotation = Quaternion.Lerp(mTrans.rotation, lookAtRotation, 1.5f * Time.deltaTime);
}
}
}
注意要把场景中的maincamera删除
canvas的设置为

本文介绍了一种在Unity中实现跟随摄像机的方法,通过自定义的FollowCamera类,使用MonoBehaviour组件来跟踪游戏对象的位置。该类在Start()方法中初始化主摄像机,并在Update()方法中更新摄像机的位置,确保其始终对准目标。代码中还包含了一些关键的Unity API调用,如Transform、Camera和Quaternion等。
979

被折叠的 条评论
为什么被折叠?



