首页 > 解决方案 > 如何在等距 2D 游戏中限制相机

问题描述

我正在开发一个 2D 等距游戏,就像帝国时代 2、TTD、Into the Breach 等。我正在使用 Unity 和 C#

相关事实:我正在使用 Isometric Tilemap

我希望相机限制与地图边界保持一致,就像上面提到的游戏一样,但我遇到了困难,我在这方面花了很多时间,我开始质疑自己是否值得使用 Isometric Tilemap 或做通常的方法,只需旋转相机即可制作常规的 2D 游戏。

这是我的第一个问题:Isometric Tilemap 真的值得还是通常的方法更好(带有旋转相机的非等距 2D 游戏)?如果是这样,如何在 Unity 中做到这一点?

尽管如此,我实现的代码如下,但它有两个错误:

    void Start(){
        CameraMovement_Limits();
    }

    void CameraMovement_Limits(){
        Vector3 gridOrigin = tilemapFloor.GetCellCenterWorld(tilemapFloor.origin);
        float gridHypotenuse = ((tilemapFloor.size.x - 1) * tilemapFloor.cellSize.y);

        homePlate = gridOrigin + new Vector3(0, 0, -10);
        firstBase = gridOrigin + new Vector3(gridHypotenuse, gridHypotenuse/2, -10);
        secondBase = gridOrigin + new Vector3(0, gridHypotenuse, -10);
        thirdBase = gridOrigin + new Vector3(-gridHypotenuse, gridHypotenuse/2, -10);
    }

    void Update(){
        CameraDiagonalMovement();
    }

    bool CheckCameraPosition(Vector2 p1, Vector2 p2, Vector2 pos){
        //This is what this function do:
        //find the linear equation for the line formed by 'p1' and 'p2' coordinates
        //insert 'pos' coordinate on the equation and stores the result in 'ind'
        //if 'ind' is positive, it means that 'pos' is above the line
        //if its negative, its above
        //if its zero, its on the line
        //resuming, this funtion tells if 'pos' is above or below a line formet by 'p1' and 'p2'
        float a = (p1.y - p2.y) / (p1.x - p2.x);
        float ind = pos.y - p2.y - (a * (pos.x - p2.x));

        return ind >= 0;
    }

    void CameraDiagonalMovement(){
        Vector3 vecZero = Vector2.zero;
        camPos = (Vector2)transform.position;
        
        //Going to the left
        if(Input.GetAxis("Vertical") < 0){
            if(CheckCameraPosition(homePlate, thirdBase, camPos) && CheckCameraPosition(homePlate, firstBase, camPos)){
                vecZero.y = Input.GetAxis("Vertical");
            }else if(!CheckCameraPosition(homePlate, thirdBase, camPos) && CheckCameraPosition(homePlate, firstBase, camPos)){
                vecZero.x = Input.GetAxis("Vertical") * .66f * -1;
                vecZero.y = Input.GetAxis("Vertical") * .33f;
            }else if(CheckCameraPosition(homePlate, thirdBase, camPos) && !CheckCameraPosition(homePlate, firstBase, camPos)){
                vecZero.x = Input.GetAxis("Vertical") * .66f;
                vecZero.y = Input.GetAxis("Vertical") * .33f;
            }
        }

        //Going to the right
        if(Input.GetAxis("Vertical") > 0){
            if(!CheckCameraPosition(secondBase, thirdBase, camPos) && !CheckCameraPosition(firstBase, secondBase, camPos)){
                vecZero.y = Input.GetAxis("Vertical");
            }else if(CheckCameraPosition(secondBase, thirdBase, camPos) && !CheckCameraPosition(firstBase, secondBase, camPos)){
                vecZero.x = Input.GetAxis("Vertical") * .66f;
                vecZero.y = Input.GetAxis("Vertical") * .33f;
            }else if(!CheckCameraPosition(secondBase, thirdBase, camPos) && CheckCameraPosition(firstBase, secondBase, camPos)){
                vecZero.x = Input.GetAxis("Vertical") * .66f * -1;
                vecZero.y = Input.GetAxis("Vertical") * .33f;
            }
        }

        //Going down
        if(Input.GetAxis("Horizontal") < 0){
            if(CheckCameraPosition(homePlate, thirdBase, camPos) && !CheckCameraPosition(secondBase, thirdBase, camPos)){
                vecZero.x = Input.GetAxis("Horizontal");
            }else if(!CheckCameraPosition(homePlate, thirdBase, camPos) && !CheckCameraPosition(secondBase, thirdBase, camPos)){
                vecZero.x = Input.GetAxis("Horizontal") * .66f;
                vecZero.y = Input.GetAxis("Horizontal") * .33f * -1;
            }else if(CheckCameraPosition(homePlate, thirdBase, camPos) && CheckCameraPosition(secondBase, thirdBase, camPos)){
                vecZero.x = Input.GetAxis("Horizontal") * .66f;
                vecZero.y = Input.GetAxis("Horizontal") * .33f;
            }
        }

        //Going up
        if(Input.GetAxis("Horizontal") > 0){
            if(CheckCameraPosition(homePlate, firstBase, camPos) && !CheckCameraPosition(firstBase, secondBase, camPos)){
                vecZero.x = Input.GetAxis("Horizontal");
            }else if(CheckCameraPosition(homePlate, firstBase, camPos) && CheckCameraPosition(firstBase, secondBase, camPos)){
                vecZero.x = Input.GetAxis("Horizontal") * .66f;
                vecZero.y = Input.GetAxis("Horizontal") * .33f * -1;
            }else if(!CheckCameraPosition(homePlate, firstBase, camPos) && !CheckCameraPosition(firstBase, secondBase, camPos)){
                vecZero.x = Input.GetAxis("Horizontal") * .66f;
                vecZero.y = Input.GetAxis("Horizontal") * .33f;
            }
        }

        Vector3 newPos = new Vector3(vecZero.x, vecZero.y, 0);
        transform.position += newPos * velocity * Time.deltaTime;
    }

标签: c#unity3dmathlinear-algebraisometric

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