I trying to make camera with which will be rotating vertical + horisontal, sth like Alice: Madness Return (rotate around the player without rotating player). For now I have typical TPP camera, like Gothic or Morrowind. I just combined Unity STD Assets FPP with TPP, and I have now camera from player's back, but sth is bad with moving animations. Seemingly al it's ok: character moving and camera follows and rotate, but... in other games player's moving looks different. Better. =__="
Here's my code, U can to change it with Unity STD 3rd Person Controller -> ThirdPersonUserControl for a moment and then U can see my character is retarded. .___.,
edit: The // *** means lines which I copied from Unity STD Assets / FPP / CameraLook
using System;
using UnityEngine;
using UnityStandardAssets.CrossPlatformInput;
// ***
using UnityStandardAssets.Characters.FirstPerson;
namespace UnityStandardAssets.Characters.ThirdPerson
{
[RequireComponent(typeof (ThirdPersonCharacter))]
public class ThirdPersonUserControl : MonoBehaviour
{
private ThirdPersonCharacter m_Character; // A reference to the ThirdPersonCharacter on the object
private Transform m_Cam; // A reference to the main camera in the scenes transform
private Vector3 m_CamForward; // The current forward direction of the camera
private Vector3 m_Move;
private bool m_Jump; // the world-relative desired move direction, calculated from the camForward and user input.\
// ***
private Camera m_Camera;
private Vector3 m_OriginalCameraPosition;
[SerializeField]
private MouseLook m_MouseLook;
private void Start()
{
// ***
m_Camera = Camera.main;
m_OriginalCameraPosition = m_Camera.transform.localPosition;
m_MouseLook.Init(transform, m_Camera.transform);
/*
// get the transform of the main camera
if (Camera.main != null)
{
m_Cam = Camera.main.transform;
}
else
{
Debug.LogWarning(
"Warning: no main camera found. Third person character needs a Camera tagged \"MainCamera\", for camera-relative controls.");
// we use self-relative controls in this case, which probably isn't what the user wants, but hey, we warned them!
}
*/
// get the third person character ( this should never be null due to require component )
m_Character = GetComponent();
}
private void Update()
{
// ***
RotateView();
if (!m_Jump)
{
m_Jump = CrossPlatformInputManager.GetButtonDown("Jump");
}
}
// Fixed update is called in sync with physics
private void FixedUpdate()
{
// read inputs
float h = CrossPlatformInputManager.GetAxis("Horizontal");
float v = CrossPlatformInputManager.GetAxis("Vertical");
bool crouch = Input.GetKey(KeyCode.C);
// calculate move direction to pass to character
if (m_Cam != null)
{
// calculate camera relative direction to move:
m_CamForward = Vector3.Scale(m_Cam.forward, new Vector3(1, 0, 1)).normalized;
m_Move = v*m_CamForward + h*m_Cam.right;
}
else
{
// we use world-relative directions in the case of no main camera
m_Move = v*Vector3.forward + h*Vector3.right;
}
#if !MOBILE_INPUT
// walk speed multiplier
if (Input.GetKey(KeyCode.LeftShift)) m_Move *= 0.5f;
#endif
// pass all parameters to the character control script
m_Character.Move(m_Move, crouch, m_Jump);
m_Jump = false;
}
// ***
private void RotateView()
{
m_MouseLook.LookRotation(transform, m_Camera.transform);
}
}
}
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