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Godot Engine:可约束轴向的第三人称摄像机实现

发布时间:2019-12-30 14:14:33 ,浏览量:8

代码
extends Camera

export var lock_x :bool = false
export var lock_y :bool = false
export var lock_z :bool = false
export(float,EXP,0.1,1.0,0.1) var smoothing : float = 0.5 var target:Spatial
var offset:Vector3

func _ready(): add_to_group("camera") var players :Array = get_tree().get_nodes_in_group("player") if players != null && not players.empty(): target = players[0] offset = get_global_transform().origin - target.get_global_transform().origin else: print("player not found in scene") func _physics_process(delta): if target == null: print("target lost") return var cam:Vector3 = get_global_transform().origin
	var focus:Vector3 = target.get_global_transform().origin
	var tgt = focus + offset if lock_x: tgt.x = cam.x if lock_y: tgt.y = cam.y if lock_z: tgt.z = cam.z
	look_at_from_position(lerp(cam,tgt,smoothing),focus,Vector3.UP) 
x/y/z轴都不锁定的效果

在这里插入图片描述

仅锁定z轴的效果

在这里插入图片描述

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