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最后效果如下:
准备好两个脚本:
1. eyeselect4.cs
2. SmoothFollow.cs (注意这个脚本中最后一行中的约束代码要注释掉)
紧接着就是导入character包
using UnityEngine;
using System.Collections;
using UnityEngine.UI;public enum PointModel{OnUGUI,defaul}public class eyeSelect4 : MonoBehaviour
{private GameObject leftEyeTarget, rightEyeTarget, player;float tempAngleX;float tempAngleZ;//public GameObject huangDian; //小黄点public GameObject LoadImage; //转圈的粒子public float coldTime = 3; //此变量控制转一圈需要的时间private float timer = 0;void Start(){player = GameObject.Find("player").gameObject;tempAngleX = transform.rotation.x;tempAngleZ = transform.rotation.z;}public float smooth = 0.1F;private float yVelocity = 0.0F;GameObject cache;private bool mm = true;void Update(){player.transform.position = new Vector3(player.transform.position.x,-1.4f, player.transform.position.z);float floatyAngle = Mathf.SmoothDampAngle(player.transform.eulerAngles.y, transform.eulerAngles.y, ref yVelocity, smooth);Vector3 fwd = transform.TransformDirection(Vector3.forward);RaycastHit hit;if (Physics.Raycast(transform.position, fwd, out hit, Mathf.Infinity)){if (hit.collider.gameObject){float dist = hit.distance + gameObject.GetComponent<Camera>().nearClipPlane;// huangDian.transform.localScale = new Vector3(0.01f * dist*2, 0.01f * dist*2, 0.01f * dist*2);//huangDian.transform.position = gameObject.transform.position + gameObject.transform.forward * 1.5f;GameObject gameObj = hit.collider.gameObject;// print(gameObj.name);if (gameObj == null)return;player.transform.rotation = Quaternion.Euler(transform.rotation.x, floatyAngle, transform.rotation.z);print(gameObj.name);if (gameObj.name.Equals("MoveObj")){print("xu hai tao cheng yu jie");player.transform.Translate(Vector3.forward * Time.deltaTime * 0.5f);}if (LayerMask.LayerToName(gameObj.layer).Equals("haitao"))//如果目前正在凝视指定目标{if (mm){mm = false;cache = Instantiate(LoadImage);}if (cache != null){cache.transform.position = hit.point; //将转圈图像立即切到目标位置diaoYong(gameObj);//开始转圈}// cache.transform.rotation = gameObj.transform.rotation;}else if (LayerMask.LayerToName(gameObj.layer).Equals("quick")){LoadImage.transform.position = hit.point; //将转圈图像立即切到目标位置// LoadImage.transform.rotation = gameObj.transform.rotation;gameObj.GetComponent<Button>().onClick.Invoke(); //触发凝视目标所绑定的方法}else{//目标凝视取消时,恢复初始值timer = 0;if (LoadImage != null){Destroy(cache);}mm = true;}}}else{//目标凝视取消时,恢复初始值timer = 0;if (LoadImage != null){Destroy(cache);}mm = true;}}void diaoYong(GameObject gameObj){timer += Time.deltaTime;print(timer);if (timer >= coldTime) //转圈刚转完就执行{timer = 0;Destroy(cache);print(gameObj);gameObj.GetComponent<Button>().onClick.Invoke(); //触发凝视目标所绑定的方法}}
}
重要一点的是删掉预设体中的Head层级,然后将CardboardHead组件添加到MainCamera上
Cardboard相机位置在高度上方向上的值是保持不变的
角色控制器的位置决定Cardboard的位置
CardBoard的旋转决定角色控制器的旋转
Cardboard相机的凝视触发角色控制器的移动
角色碰撞体(即player)的位置的竖直方向的值要靠eyeselect这个脚本中如下截图中代码来控制
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