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pstatus"> 本帖最后由 may 于 2013-4-28 20:56 编辑
After starting your Unity project:
1. Select GameObject -> Create Other -> Camera, rename it as you like it
创建一个相机,然后命名
2. Select Assets -> Create -> Javas cript, rename it to "OrbitCam" or something similar ("Minimaps cript", etc.), edit it
开一个新的JS脚本,命名为 Orbir Cam , 然后贴上以下的代码:
javas cript code:var target : Transform;
var damping = 6.0;
var smooth = true;function LateUpdate () {
if (target) {
if (smooth)
{
// Look at and dampen the rotation
var rotation = Quaternion.LookRotation(target.position -transform.position);
transform.rotation = Quaternion.Slerp(transform.rotation, rotation,Time.deltaTime * damping);
}
else
{
// Just lookat
transform.LookAt(target);
}
transform.position.y = target.position.y + 90;
transform.position.x = target.position.x;
transform.position.z = target.position.z;
}
}
function Start () {
// Make the rigid body not change rotation
if (rigidbody)
rigidbody.freezeRotation = true;
}
3. Click the minimap camera you created earlier, then without clicking the s cript, drag the s cript onto the camera name
把写好的脚本拖曳到相机
4. Still having the minimap camera on, drag the target of the minimap (the character, car, whatever) onto the field Target
将角色拖曳到Target的栏位,最后再调整相机的XY,WH的画面大小即可
All is set. Remember that the Depth of the minimap camera should be above the Depth value of the Main Camera, or the minimap itself will be hidden behind the Main Camera view! Very important!
An example of minimap camera properties set:
Projection property can be set as either Perspective or Othographic, with Field of View also customised to your needs.
Normalized View Port Rect properties can be set as following:
X: 0.04 (0.54 for the second minimap if you use the splitscreen multiplayer))
Y: 0.04 (0.54 for the second minimap)
X and Y properties specify the position of the minimap on the screen.
W: 0.2
H: 0.2
W (width) and H (height) properties specify the size of the minimap. 0.2 means 20%. You can set them as you wish.
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