Camera - CameraControl
没看明白啊,有空再看
using UnityEngine;
namespace Complete
{
public class CameraControl : MonoBehaviour
{
public float m_DampTime = 0.2f; // Approximate time for the camera to refocus.
public float m_ScreenEdgeBuffer = 4f; // Space between the top/bottom most target and the screen edge.
public float m_MinSize = 6.5f; // The smallest orthographic size the camera can be.
[HideInInspector] public Transform[] m_Targets; // All the targets the camera needs to encompass.
private Camera m_Camera; // Used for referencing the camera.
private float m_ZoomSpeed; // Reference speed for the smooth damping of the orthographic size.
private Vector3 m_MoveVelocity; // Reference velocity for the smooth damping of the position.
private Vector3 m_DesiredPosition; // The position the camera is moving towards.
private void Awake ()
{
m_Camera = GetComponentInChildren<Camera> ();
}
private void FixedUpdate ()
{
// Move the camera towards a desired position.
Move ();
// Change the size of the camera based.
Zoom ();
}
private void Move ()
{
// Find the average position of the targets.
FindAveragePosition ();
// Smoothly transition to that position.
transform.position = Vector3.SmoothDamp(transform.position, m_DesiredPosition, ref m_MoveVelocity, m_DampTime);
}
private void FindAveragePosition ()
{
Vector3 averagePos = new Vector3 ();
int numTargets = 0;
// Go through all the targets and add their positions together.
for (int i = 0; i < m_Targets.Length; i++)
{
// If the target isn't active, go on to the next one.
if (!m_Targets[i].gameObject.activeSelf)
continue;
// Add to the average and increment the number of targets in the average.
averagePos += m_Targets[i].position;
numTargets++;
}
// If there are targets divide the sum of the positions by the number of them to find the average.
if (numTargets > 0)
averagePos /= numTargets;
// Keep the same y value.
averagePos.y = transform.position.y;
// The desired position is the average position;
m_DesiredPosition = averagePos;
}
private void Zoom ()
{
// Find the required size based on the desired position and smoothly transition to that size.
float requiredSize = FindRequiredSize();
m_Camera.orthographicSize = Mathf.SmoothDamp (m_Camera.orthographicSize, requiredSize, ref m_ZoomSpeed, m_DampTime);
}
private float FindRequiredSize ()
{
// Find the position the camera rig is moving towards in its local space.
Vector3 desiredLocalPos = transform.InverseTransformPoint(m_DesiredPosition);
// Start the camera's size calculation at zero.
float size = 0f;
// Go through all the targets...
for (int i = 0; i < m_Targets.Length; i++)
{
// ... and if they aren't active continue on to the next target.
if (!m_Targets[i].gameObject.activeSelf)
continue;
// Otherwise, find the position of the target in the camera's local space.
Vector3 targetLocalPos = transform.InverseTransformPoint(m_Targets[i].position);