유니티 심화

Lerp, 줌인, 줌아웃, LookAt, 카메라 팔로잉

다모아 2023. 8. 17. 18:05

PlayerController

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PlayerController : MonoBehaviour
{
    public enum eControlType
    {
        KeyBoard, Joystick
    }

    public enum eAnimState { 
        Idle, RunB, RunF, RunL, RunR
    }

    private Transform tr;
    [SerializeField]
    private float turnSpeed = 500f;
    [SerializeField]
    private float moveSpeed = 5f;
    [SerializeField]
    private VariableJoystick joystick;
    [SerializeField]
    private eControlType controlType;
    private Animation anim;
    private Vector3 downPosition;
    private bool isDown = false;
    // Start is called before the first frame update
    void Start()
    {
        this.anim = this.GetComponent<Animation>();
        this.tr = this.GetComponent<Transform>();

        //this.anim.Play(eAnimState.Idle.ToString());
        this.anim.clip = this.anim.GetClip(eAnimState.Idle.ToString());
        this.anim.Play();
    }

    // Update is called once per frame
    void Update()
    {
        float h = 0f;
        float v = 0f;
        if(this.controlType == eControlType.KeyBoard)
        {
            h = Input.GetAxisRaw("Horizontal"); // -1 ... 1
            v = Input.GetAxisRaw("Vertical"); // -1 ... 1
        }
        else if (this.controlType == eControlType.Joystick)
        {
            h = this.joystick.Direction.x;
            v = this.joystick.Direction.y;
        }

        Vector3 dir = new Vector3(h, 0, v);
        //float angle = Mathf.Atan2(dir.x, dir.z) * Mathf.Rad2Deg; // 두 점사이의 각도 라디안을 구한다, 앵글을 구한다
        //this.transform.localRotation = Quaternion.AngleAxis(angle, Vector3.up); //축으로 돌린다

        var r = Input.GetAxis("Mouse X");

        ////드래그 할 때 이동
        if (Input.GetMouseButton(0))
        {
            // 축 방향 속도 시간
            this.transform.Rotate(Vector3.up * r * Time.deltaTime * this.turnSpeed);
        }
        //if(Input.GetMouseButtonDown(0))
        //{
        //    Debug.Log("Down");
        //    this.isDown = true;
        //    this.downPosition = Input.mousePosition;
        //}
        //else if (Input.GetMouseButtonUp(0))
        //{
        //    Debug.Log("UP");
        //    this.isDown = false;
        //}

        //if(this.isDown)
        //{
        //    if(this.downPosition != Input.mousePosition)
        //    {
        //        var rotDir = Mathf.Sign(r);
        //        this.transform.Rotate(Vector3.up * rotDir * Time.deltaTime * this.turnSpeed);
        //        this.downPosition = Input.mousePosition;
        //    }
        //}

        //키보드로 안누르고 있을 때
        if ( dir != Vector3.zero)
        {
            //이동
            this.transform.Translate(dir * this.moveSpeed * Time.deltaTime, Space.World);
        }

        this.PlayAnimation(dir);
    }

    private void PlayAnimation(Vector3 dir)
    {
        //오른쪽
        if(dir.x > 0)
        {
            this.anim.CrossFade(eAnimState.RunR.ToString(), 0.25f);
        }
        else if (dir.x < 0) // 왼쪽
        {
            this.anim.CrossFade(eAnimState.RunL.ToString(), 0.25f);
        }
        else if (dir.z > 0) //앞
        {
            this.anim.CrossFade(eAnimState.RunF.ToString(), 0.25f);
        }
        else if (dir.z < 0) // 뒤
        {
            this.anim.CrossFade(eAnimState.RunB.ToString(), 0.25f);
        }
        else //Idle
        {
            this.anim.CrossFade(eAnimState.Idle.ToString(), 0.25f);
        }
    }
}

 

FollowCam

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class FollowCam : MonoBehaviour
{
    [SerializeField]
    private Transform headTrans;
    [SerializeField]
    private Transform shoesTrans;
    [SerializeField]
    private Transform point;
    [SerializeField]
    private float distance = 10.0f;
    [SerializeField]
    private float height = 2.0f;
    [SerializeField]
    private Transform startTrans;
    [SerializeField]
    private Transform endTrans;
    [SerializeField]
    [Range(0,1)]
    private float lerpValue;

    private Vector3 tpos;
    // Start is called before the first frame update
    void Start()
    {
        //시작 위치
        this.tpos = this.shoesTrans.position + this.shoesTrans.forward * -1 * this.distance;
        this.tpos = this.tpos + Vector3.up * height;
        this.transform.position = this.tpos;
    }

    //Update메서드 이후
    private void LateUpdate()
    {
        float wheel = Input.GetAxis("Mouse ScrollWheel");
        Vector3 lerpTpos = Vector3.Lerp(this.shoesTrans.position, this.headTrans.position, this.lerpValue);
        this.startTrans.position = this.transform.position + this.transform.forward * 3f;
        this.endTrans.position = this.transform.position + -this.transform.forward * 3f;

        if(wheel > 0)
        {
            this.transform.position = this.transform.position + this.transform.forward * 0.1f;
        }
        else if(wheel < 0)
        {
            this.transform.position = this.transform.position + -this.transform.forward * 0.1f;
        }

        this.transform.LookAt(lerpTpos);
    }
}

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