首页 > 解决方案 > Unity3D - Cinemachine - 相机旋转问题

问题描述

我的问题是我的相机在停止鼠标旋转后旋转了一点。

我使用 Cinemachine 虚拟摄像机。角色随镜头转动。

该脚本不是来自我,但它适用于制造商。该脚本来自以下播放列表。

https://www.youtube.com/watch?v=CS7MudfyDzM&list=PLyBYG1JGBcd1E4CigRSDE9YdH8syiDY6-

字符上的脚本

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class CharacterAiming : MonoBehaviour
{

    public float turnSpeed;
    Camera mainCamera;
    
    public Transform cameraLookAt;
    public Cinemachine.AxisState xAxis;
    public Cinemachine.AxisState yAxis;

    // Start is called before the first frame update
    void Start()
    {
        mainCamera = Camera.main;
        Cursor.visible = false;
        Cursor.lockState = CursorLockMode.Locked;
    }

    void FixedUpdate()
    {
        xAxis.Update(Time.fixedDeltaTime);
        yAxis.Update(Time.fixedDeltaTime);

        cameraLookAt.eulerAngles = new Vector3(yAxis.Value, xAxis.Value, 0);

        float yawCamera = mainCamera.transform.rotation.eulerAngles.y;
        transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.Euler(0, yawCamera, 0), turnSpeed * Time.fixedDeltaTime);
        Debug.Log(Quaternion.Slerp(transform.rotation, Quaternion.Euler(0, yawCamera, 0), turnSpeed * Time.fixedDeltaTime));
    }

}

标签: c#unity3dcinemachine

解决方案


好的,我修好了。将行移动cameraLookAt.eulerAngles = new Vector3(yAxis.Value, xAxis.Value, 0); 到函数的末尾。

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class CharacterAiming : MonoBehaviour
{

    public float turnSpeed;
    Camera mainCamera;
    
    public Transform cameraLookAt;
    public Cinemachine.AxisState xAxis;
    public Cinemachine.AxisState yAxis;

    // Start is called before the first frame update
    void Start()
    {
        mainCamera = Camera.main;
        Cursor.visible = false;
        Cursor.lockState = CursorLockMode.Locked;
    }

    void FixedUpdate()
    {
        xAxis.Update(Time.fixedDeltaTime);
        yAxis.Update(Time.fixedDeltaTime);

        float yawCamera = mainCamera.transform.rotation.eulerAngles.y;
        transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.Euler(0, yawCamera, 0), turnSpeed * Time.fixedDeltaTime);
        
        cameraLookAt.eulerAngles = new Vector3(yAxis.Value, xAxis.Value, 0);
    }

}


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