using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class cameratest : MonoBehaviour
{
public GameObject player; //主角
public float speed; //相机跟随速度
public float minPosx; //相机不超过背景边界 X 允许的最小值
public float maxPosx; //相机不超过背景边界 X 允许的最大值
public float minPosY; //相机不超过背景边界 Y 允许的最小值
public float maxPosY; //相机不超过背景边界 Y 允许的最大值
void Update()
{
FixCameraPos();
}
void FixCameraPos()
{
float pPosX = player.transform.position.x; //主角 x轴方向 时实坐标值
float cPosX = transform.position.x; //相机 x轴方向 时实坐标值
float pPosY = player.transform.position.y; //主角 y轴方向 时实坐标值
float cPosY = transform.position.y; //相机 y轴方向 时实坐标值
if (pPosX - cPosX > 2.5f) // 并不是死死地跟随,是相机和主角之间距离超过某个值时才跟随
{
transform.position = new Vector3(cPosX + speed, transform.position.y, transform.position.z);
}
if (pPosX - cPosX < -2.5f)
{
transform.position = new Vector3(cPosX - speed, transform.position.y, transform.position.z);
}
if (pPosY - cPosY > 1) // 并不是死死地跟随,是相机和主角之间距离超过某个值时才跟随
{
transform.position = new Vector3(transform.position.x, cPosY + speed, transform.position.z);
}
if (pPosY - cPosY < -1)
{
transform.position = new Vector3(transform.position.x, cPosY - speed, transform.position.z);
}
float realPosX = Mathf.Clamp(transform.position.x, minPosx, maxPosx); //相机X轴方向 限制移动区间,防止超过背景边界
float realPosY = Mathf.Clamp(transform.position.y, minPosY, maxPosY); //相机Y轴方向 限制移动区间,防止超过背景边界
transform.position = new Vector3(realPosX, realPosY, transform.position.z);
}
}