Unity 相机追踪人物功能实现(解决被障碍物遮挡问题)

默认跟随代码,绑定到相机上

public Transform player;
private Vector3 distance;

private void Awake(){
	distance = transform.position - player.transform.position;
   
}
public void Update(){
	transform.position = distance + player.transform.position;
}

解决被障碍物遮挡问题,修改

public void Update(){
   // transform.position = distance + player.transform.position;
   Vector3 beginPos = distance + player.transform.position;
   Vector3 endPos = distance.magnitude * Vector3.up + player.transform.position;
   Vector3 pos1 = Vector3.Lerp(beginPos, endPos, 0.25f);
   Vector3 pos2 = Vector3.Lerp(beginPos, endPos, 0.5f);
   Vector3 pos3 = Vector3.Lerp(beginPos, endPos, 0.75f);
   Vector3[] posArray = new Vector3[] { beginPos, pos1, pos2, pos3, endPos };
   Vector3 targetPos = posArray[0];
   for(int i = 0; i < 5; i++)
   {
	   RaycastHit hitInfo;
	   if (Physics.Raycast(posArray[i], player.transform.position - posArray[i],out  hitInfo)){
		   if (hitInfo.collider.tag != TAGS.player)
		   {
			   continue;
		   }
		   else
		   {
			   targetPos = posArray[i];
			   break;
		   }
	   }
	   else
	   {
		   targetPos = posArray[i];
		   break;
	   }
   }

   Quaternion nowRotation = transform.rotation;
   transform.LookAt(player.transform);
   transform.rotation=Quaternion.Lerp(nowRotation, transform.rotation, rotateSpeed * Time.deltaTime);
   transform.position = Vector3.Lerp(transform.position, targetPos, moveSpeed * Time.deltaTime);
}
原文地址:https://www.cnblogs.com/kingBook/p/11322605.html