摄像机按照自设的路径围绕并朝着某一个物体进行360度旋转

using UnityEngine;
using System.Collections;

public class Slow_Motion : MonoBehaviour
{

public Transform motionRoot;
public Transform Aim;
int moveIndex = 0;

public float moveSpeed = 3f;
float moveNeedTime = 0;
float timer = 0;

public Transform motionCamera;
void Awake()
{
ReInitData();
}


void Update()
{
if (motionRoot != null && motionRoot.childCount > 0)
{

if (moveIndex <= motionRoot.childCount - 1)
{
timer += Time.deltaTime;
if (timer < moveNeedTime)
{
float progress = timer / moveNeedTime;
if (motionCamera != null)
{

if (moveIndex < motionRoot.childCount - 1)
{
//球形插值和直线插值
//motionCamera.position = Vector3.Slerp(motionWayRoot.GetChild(moveIndex).position, motionWayRoot.GetChild(moveIndex+1).position, progress);
motionCamera.position = Vector3.Lerp(motionRoot.GetChild(moveIndex).position, motionRoot.GetChild(moveIndex + 1).position, progress);
}
else
{
//motionCamera.position = Vector3.Slerp(motionWayRoot.GetChild(moveIndex).position, motionWayRoot.GetChild(moveIndex+1).position, progress);
motionCamera.position = Vector3.Lerp(motionRoot.GetChild(motionRoot.childCount - 1).position, motionRoot.GetChild(0).position, progress);

}

motionCamera.LookAt(Aim);
}
}
else
{
moveIndex++;
ReInitData(moveIndex);
}
}
else
{
ReInitData();
}

}

}

void OnDrawGizmos()
{
if (motionRoot != null && motionRoot.childCount > 0)
{
int c = motionRoot.childCount;
for (int i = 0; i + 1 < c; i++)
{
Debug.DrawLine(motionRoot.GetChild(i).position, motionRoot.GetChild(i + 1).position, Color.green);
}
Debug.DrawLine(motionRoot.GetChild(motionRoot.childCount - 1).position, motionRoot.GetChild(0).position, Color.green);
}
}

void ReInitData(int moveIndex_ = 0)
{
moveIndex = moveIndex_;
timer = 0;
if (motionRoot != null && motionRoot.childCount > 0)
{
if (motionRoot.childCount >= 2)
{
if (moveIndex < motionRoot.childCount - 1)
{
moveNeedTime = Vector3.Distance(motionRoot.GetChild(moveIndex).position, motionRoot.GetChild(moveIndex + 1).position) / moveSpeed;
}
else
{
moveNeedTime = Vector3.Distance(motionRoot.GetChild(motionRoot.childCount - 1).position, motionRoot.GetChild(0).position) / moveSpeed;
}

}
}
}
}

posted @ 2017-07-13 17:07  U3DEngineer  阅读(817)  评论(0编辑  收藏  举报