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unity虚拟相机cinemachine 之ScriptingE

unity虚拟相机cinemachine 之ScriptingE

作者: 吉凶以情迁 | 来源:发表于2022-07-27 14:09 被阅读0次

我从demo里面找到了脚本的源码,运行的效果,是5秒切换到这个cube立方体,又5秒切换到另外一个 cylinder,



public class ScriptingExample : MonoBehaviour
{
    CinemachineVirtualCamera vcam;
    CinemachineFreeLook freelook;

    void Start()
    {
        // Create a Cinemachine brain on the main camera
        var brain = GameObject.Find("Main Camera").AddComponent<CinemachineBrain>();
        brain.m_ShowDebugText = true;
        brain.m_DefaultBlend.m_Time = 1;

        // Create a virtual camera that looks at object "Cube", and set some settings
        vcam = new GameObject("VirtualCamera").AddComponent<CinemachineVirtualCamera>();
        vcam.m_LookAt = GameObject.Find("Cube").transform;
        vcam.m_Priority = 10;
        vcam.gameObject.transform.position = new Vector3(0, 1, 0);

        // Install a composer.  You can install whatever CinemachineComponents you need,
        // including your own custom-authored Cinemachine components.
        var composer = vcam.AddCinemachineComponent<CinemachineComposer>();
        composer.m_ScreenX = 0.30f;
        composer.m_ScreenY = 0.35f;

        // Create a FreeLook vcam on object "Cylinder"
        freelook = new GameObject("FreeLook").AddComponent<CinemachineFreeLook>();
        freelook.m_LookAt = GameObject.Find("Cylinder/Sphere").transform;
        freelook.m_Follow = GameObject.Find("Cylinder").transform;
        freelook.m_Priority = 11;

        // You can access the individual rigs in the freeLook if you want.
        // FreeLook rigs come with Composers pre-installed.
        // Note: Body MUST be Orbital Transposer.  Don't change it.
        CinemachineVirtualCamera topRig = freelook.GetRig(0);
 /*       CinemachineVirtualCamera middleRig = freelook.GetRig(1);
        CinemachineVirtualCamera bottomRig = freelook.GetRig(2);
        topRig.GetCinemachineComponent<CinemachineComposer>().m_ScreenY = 0.35f;
        middleRig.GetCinemachineComponent<CinemachineComposer>().m_ScreenY = 0.25f;
        bottomRig.GetCinemachineComponent<CinemachineComposer>().m_ScreenY = 0.15f;*/
    }

    float lastSwapTime = 0;
    void Update()
    {
        // Switch cameras from time to time to show blending
        if (Time.realtimeSinceStartup - lastSwapTime > 5)//每5秒递增。
        {
                print("Time.realtimeSinceStartup " + Time.realtimeSinceStartup + ",lastSwapTime:" + lastSwapTime);
            freelook.enabled = !freelook.enabled;
            lastSwapTime = Time.realtimeSinceStartup;
        }
    }
}

Time.realtimeSinceStartup表示启动开始的累计时间, 如果大于5秒 ,

就把某个虚拟相机禁用或者启用,因为这个优先级是11,如果启用,则镜头会移动到11这个。
其次lastSwapTime每次打印会一次是5秒,10 秒 10秒,这个不难理解,

image.png

另外这个红色的立方体是一直在自转,从源码中分析发现没有写相关代码。
其次当镜头切换到圆柱的时候是可以滚动鼠标让视图变化的。

        freelook.m_LookAt = GameObject.Find("Cylinder/Sphere").transform;

lookat代表镜头的角度跟随 物体


        freelook.m_Follow = GameObject.Find("Cylinder").transform;

代表镜头始终贴近物体,无论物体移动到哪。

至于CinemachineVirtualCamera middleRig = freelook.GetRig(1)没看懂具体干嘛的

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