目次
前回のチュートリアル
スクリプトの更新
「Scripts」フォルダを右クリックして「Create>C# Script」を設定します
作成したスクリプトに「CameraFollow」と名前を付けます
そして、各スクリプトファイルを開いて下記のコードを貼り付けて保存します
CameraFollow.cs
using UnityEngine; using System.Collections; public class CameraFollow : MonoBehaviour { public Controller2D target; public float verticalOffset; public float lookAheadDstX; public float lookSmoothTimeX; public float verticalSmoothTime; public Vector2 focusAreaSize; FocusArea focusArea; float currentLookAheadX; float targetLookAheadX; float lookAheadDirX; float smoothLookVelocityX; float smoothVelocityY; bool lookAheadStopped; void Start() { focusArea = new FocusArea (target.collider.bounds, focusAreaSize); } void LateUpdate() { focusArea.Update (target.collider.bounds); Vector2 focusPosition = focusArea.centre + Vector2.up * verticalOffset; if (focusArea.velocity.x != 0) { lookAheadDirX = Mathf.Sign (focusArea.velocity.x); if (Mathf.Sign(target.playerInput.x) == Mathf.Sign(focusArea.velocity.x) && target.playerInput.x != 0) { lookAheadStopped = false; targetLookAheadX = lookAheadDirX * lookAheadDstX; } else { if (!lookAheadStopped) { lookAheadStopped = true; targetLookAheadX = currentLookAheadX + (lookAheadDirX * lookAheadDstX - currentLookAheadX)/4f; } } } currentLookAheadX = Mathf.SmoothDamp (currentLookAheadX, targetLookAheadX, ref smoothLookVelocityX, lookSmoothTimeX); focusPosition.y = Mathf.SmoothDamp (transform.position.y, focusPosition.y, ref smoothVelocityY, verticalSmoothTime); focusPosition += Vector2.right * currentLookAheadX; transform.position = (Vector3)focusPosition + Vector3.forward * -10; } void OnDrawGizmos() { Gizmos.color = new Color (1, 0, 0, .5f); Gizmos.DrawCube (focusArea.centre, focusAreaSize); } struct FocusArea { public Vector2 centre; public Vector2 velocity; float left,right; float top,bottom; public FocusArea(Bounds targetBounds, Vector2 size) { left = targetBounds.center.x - size.x/2; right = targetBounds.center.x + size.x/2; bottom = targetBounds.min.y; top = targetBounds.min.y + size.y; velocity = Vector2.zero; centre = new Vector2((left+right)/2,(top +bottom)/2); } public void Update(Bounds targetBounds) { float shiftX = 0; if (targetBounds.min.x < left) { shiftX = targetBounds.min.x - left; } else if (targetBounds.max.x > right) { shiftX = targetBounds.max.x - right; } left += shiftX; right += shiftX; float shiftY = 0; if (targetBounds.min.y < bottom) { shiftY = targetBounds.min.y - bottom; } else if (targetBounds.max.y > top) { shiftY = targetBounds.max.y - top; } top += shiftY; bottom += shiftY; centre = new Vector2((left+right)/2,(top +bottom)/2); velocity = new Vector2 (shiftX, shiftY); } } }
Controller2D.cs
using UnityEngine; using System.Collections; public class Controller2D : RaycastController { float maxClimbAngle = 80; float maxDescendAngle = 80; public CollisionInfo collisions; [HideInInspector] public Vector2 playerInput; public override void Start() { base.Start (); collisions.faceDir = 1; } public void Move(Vector3 velocity, bool standingOnPlatform) { Move (velocity, Vector2.zero, standingOnPlatform); } public void Move(Vector3 velocity, Vector2 input, bool standingOnPlatform = false) { UpdateRaycastOrigins (); collisions.Reset (); collisions.velocityOld = velocity; playerInput = input; if (velocity.x != 0) { collisions.faceDir = (int)Mathf.Sign(velocity.x); } if (velocity.y < 0) { DescendSlope(ref velocity); } HorizontalCollisions (ref velocity); if (velocity.y != 0) { VerticalCollisions (ref velocity); } transform.Translate (velocity); if (standingOnPlatform) { collisions.below = true; } } void HorizontalCollisions(ref Vector3 velocity) { float directionX = collisions.faceDir; float rayLength = Mathf.Abs (velocity.x) + skinWidth; if (Mathf.Abs(velocity.x) < skinWidth) { rayLength = 2*skinWidth; } for (int i = 0; i < horizontalRayCount; i ++) { Vector2 rayOrigin = (directionX == -1)?raycastOrigins.bottomLeft:raycastOrigins.bottomRight; rayOrigin += Vector2.up * (horizontalRaySpacing * i); RaycastHit2D hit = Physics2D.Raycast(rayOrigin, Vector2.right * directionX, rayLength, collisionMask); Debug.DrawRay(rayOrigin, Vector2.right * directionX * rayLength,Color.red); if (hit) { if (hit.distance == 0) { continue; } float slopeAngle = Vector2.Angle(hit.normal, Vector2.up); if (i == 0 && slopeAngle <= maxClimbAngle) { if (collisions.descendingSlope) { collisions.descendingSlope = false; velocity = collisions.velocityOld; } float distanceToSlopeStart = 0; if (slopeAngle != collisions.slopeAngleOld) { distanceToSlopeStart = hit.distance-skinWidth; velocity.x -= distanceToSlopeStart * directionX; } ClimbSlope(ref velocity, slopeAngle); velocity.x += distanceToSlopeStart * directionX; } if (!collisions.climbingSlope || slopeAngle > maxClimbAngle) { velocity.x = (hit.distance - skinWidth) * directionX; rayLength = hit.distance; if (collisions.climbingSlope) { velocity.y = Mathf.Tan(collisions.slopeAngle * Mathf.Deg2Rad) * Mathf.Abs(velocity.x); } collisions.left = directionX == -1; collisions.right = directionX == 1; } } } } void VerticalCollisions(ref Vector3 velocity) { float directionY = Mathf.Sign (velocity.y); float rayLength = Mathf.Abs (velocity.y) + skinWidth; for (int i = 0; i < verticalRayCount; i ++) { Vector2 rayOrigin = (directionY == -1)?raycastOrigins.bottomLeft:raycastOrigins.topLeft; rayOrigin += Vector2.right * (verticalRaySpacing * i + velocity.x); RaycastHit2D hit = Physics2D.Raycast(rayOrigin, Vector2.up * directionY, rayLength, collisionMask); Debug.DrawRay(rayOrigin, Vector2.up * directionY * rayLength,Color.red); if (hit) { if (hit.collider.tag == "Through") { if (directionY == 1 || hit.distance == 0) { continue; } if (collisions.fallingThroughPlatform) { continue; } if (playerInput.y == -1) { collisions.fallingThroughPlatform = true; Invoke("ResetFallingThroughPlatform",.5f); continue; } } velocity.y = (hit.distance - skinWidth) * directionY; rayLength = hit.distance; if (collisions.climbingSlope) { velocity.x = velocity.y / Mathf.Tan(collisions.slopeAngle * Mathf.Deg2Rad) * Mathf.Sign(velocity.x); } collisions.below = directionY == -1; collisions.above = directionY == 1; } } if (collisions.climbingSlope) { float directionX = Mathf.Sign(velocity.x); rayLength = Mathf.Abs(velocity.x) + skinWidth; Vector2 rayOrigin = ((directionX == -1)?raycastOrigins.bottomLeft:raycastOrigins.bottomRight) + Vector2.up * velocity.y; RaycastHit2D hit = Physics2D.Raycast(rayOrigin,Vector2.right * directionX,rayLength,collisionMask); if (hit) { float slopeAngle = Vector2.Angle(hit.normal,Vector2.up); if (slopeAngle != collisions.slopeAngle) { velocity.x = (hit.distance - skinWidth) * directionX; collisions.slopeAngle = slopeAngle; } } } } void ClimbSlope(ref Vector3 velocity, float slopeAngle) { float moveDistance = Mathf.Abs (velocity.x); float climbVelocityY = Mathf.Sin (slopeAngle * Mathf.Deg2Rad) * moveDistance; if (velocity.y <= climbVelocityY) { velocity.y = climbVelocityY; velocity.x = Mathf.Cos (slopeAngle * Mathf.Deg2Rad) * moveDistance * Mathf.Sign (velocity.x); collisions.below = true; collisions.climbingSlope = true; collisions.slopeAngle = slopeAngle; } } void DescendSlope(ref Vector3 velocity) { float directionX = Mathf.Sign (velocity.x); Vector2 rayOrigin = (directionX == -1) ? raycastOrigins.bottomRight : raycastOrigins.bottomLeft; RaycastHit2D hit = Physics2D.Raycast (rayOrigin, -Vector2.up, Mathf.Infinity, collisionMask); if (hit) { float slopeAngle = Vector2.Angle(hit.normal, Vector2.up); if (slopeAngle != 0 && slopeAngle <= maxDescendAngle) { if (Mathf.Sign(hit.normal.x) == directionX) { if (hit.distance - skinWidth <= Mathf.Tan(slopeAngle * Mathf.Deg2Rad) * Mathf.Abs(velocity.x)) { float moveDistance = Mathf.Abs(velocity.x); float descendVelocityY = Mathf.Sin (slopeAngle * Mathf.Deg2Rad) * moveDistance; velocity.x = Mathf.Cos (slopeAngle * Mathf.Deg2Rad) * moveDistance * Mathf.Sign (velocity.x); velocity.y -= descendVelocityY; collisions.slopeAngle = slopeAngle; collisions.descendingSlope = true; collisions.below = true; } } } } } void ResetFallingThroughPlatform() { collisions.fallingThroughPlatform = false; } public struct CollisionInfo { public bool above, below; public bool left, right; public bool climbingSlope; public bool descendingSlope; public float slopeAngle, slopeAngleOld; public Vector3 velocityOld; public int faceDir; public bool fallingThroughPlatform; public void Reset() { above = below = false; left = right = false; climbingSlope = false; descendingSlope = false; slopeAngleOld = slopeAngle; slopeAngle = 0; } } }
RaycastController.cs
using UnityEngine; using System.Collections; [RequireComponent (typeof (BoxCollider2D))] public class RaycastController : MonoBehaviour { public LayerMask collisionMask; public const float skinWidth = .015f; public int horizontalRayCount = 4; public int verticalRayCount = 4; [HideInInspector] public float horizontalRaySpacing; [HideInInspector] public float verticalRaySpacing; [HideInInspector] public BoxCollider2D collider; public RaycastOrigins raycastOrigins; public virtual void Awake() { collider = GetComponent<BoxCollider2D> (); } public virtual void Start() { CalculateRaySpacing (); } public void UpdateRaycastOrigins() { Bounds bounds = collider.bounds; bounds.Expand (skinWidth * -2); raycastOrigins.bottomLeft = new Vector2 (bounds.min.x, bounds.min.y); raycastOrigins.bottomRight = new Vector2 (bounds.max.x, bounds.min.y); raycastOrigins.topLeft = new Vector2 (bounds.min.x, bounds.max.y); raycastOrigins.topRight = new Vector2 (bounds.max.x, bounds.max.y); } public void CalculateRaySpacing() { Bounds bounds = collider.bounds; bounds.Expand (skinWidth * -2); horizontalRayCount = Mathf.Clamp (horizontalRayCount, 2, int.MaxValue); verticalRayCount = Mathf.Clamp (verticalRayCount, 2, int.MaxValue); horizontalRaySpacing = bounds.size.y / (horizontalRayCount - 1); verticalRaySpacing = bounds.size.x / (verticalRayCount - 1); } public struct RaycastOrigins { public Vector2 topLeft, topRight; public Vector2 bottomLeft, bottomRight; } }
カメラの設定
作成した「CameraFollow」スクリプトを「Main Camera」オブジェクトにドラッグします
そして、「Main Camera」オブジェクトを選択した状態で
「Target」の欄に「Player」オブジェクトをドラッグします
最後に、これらのパラメータに上記のように値を設定します
後は、シーンに適当に床や壁を配置してゲームを再生すると、
プレイヤーにカメラが追尾するようになっていることが確認できます