做2D游戏的时候,不过有3种模式,1种是只有竖直向上,1种是只有水平方向,1种是有水平又有竖直方向,我最近做游戏多关卡模式,不同模式就有着不1样的相机控制,依照平时的写法,或许有很多人就1下子写了3个相机脚本,现在我用了1个枚举类型来控制3个不1样的相机,贴代码:using UnityEngine;
using System.Collections;
public class CameraCtrl : MonoBehaviour {
public enum CameraType
{
Vertical,
Horizontal,
Normal
}
public CameraType cameraType;
public float dampTime = 1.5f;
public Transform target;
// 相机移动速度,初始速度清零
private Vector3 velocity = Vector3.zero;
// 相机单例
private static CameraCtrl instance;
public static CameraCtrl Instance {
get {
return instance;
}
}
// 屏幕的默许宽高的1/100 (预编译)
#if UNITY_ANDROID
private static float devHeight = 8.54f;
private static float devWidth = 4.8f;
#elif UNITY_IPHONE
private static float devHeight = 9.6f;
private static float devWidth = 6.4f;
#else
private static float devHeight = 19.20f;
private static float devWidth = 10.80f;
#endif
// Use this for initialization
void Awake () {
instance = this;
// 屏幕适配
float screenHeight = Screen.height;
//Debug.Log ("screenHeight = " + screenHeight);
//this.GetComponent<Camera>().orthographicSize = screenHeight / 200.0f;
float orthographicSize = this.GetComponent<Camera>().orthographicSize;
float aspectRatio = Screen.width * 1.0f / Screen.height;
float cameraWidth = orthographicSize * 2 * aspectRatio;
//Debug.Log ("cameraWidth = " + cameraWidth);
if (cameraWidth < devWidth)
{
orthographicSize = devWidth / (2 * aspectRatio);
Debug.Log ("new orthographicSize = " + orthographicSize);
this.GetComponent<Camera>().orthographicSize = orthographicSize;
}
}
// Update is called once per frame
void LateUpdate ()
{
if (target) {
SetCamera();
} else {
SetTarget();
}
}
// 设置相机
void SetCamera () {
Vector3 point = GetComponent<Camera> ().WorldToViewportPoint (target.position);
Vector3 delta = target.position - GetComponent<Camera> ().ViewportToWorldPoint (new Vector3 (0.5f, 0.5f, point.z));
Vector3 destination = transform.position + delta;
switch (cameraType) {
case CameraType.Vertical:// 竖直相机
transform.position = Vector3.SmoothDamp (transform.position,
new Vector3 (transform.position.x, destination.y, destination.z),
ref velocity, dampTime);
break;
case CameraType.Horizontal:// 水平相机
transform.position = Vector3.SmoothDamp (transform.position,
new Vector3 (destination.x, transform.position.y, destination.z),
ref velocity, dampTime);
break;
case CameraType.Normal:// 无穷制的相机
transform.position = Vector3.SmoothDamp (transform.position,
destination,
ref velocity, dampTime);
break;
default:
break;
}
}
// 设置目标
void SetTarget () {
target = GameObject.FindGameObjectWithTag ("Player").transform;
}
}