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using System;
using UnityEngine;
namespace UnityStandardAssets.Cameras
{
public class TargetFieldOfView : AbstractTargetFollower
{
// This script is primarily designed to be used with the "LookAtTarget" script to enable a
// CCTV style camera looking at a target to also adjust its field of view (zoom) to fit the
// target (so that it zooms in as the target becomes further away).
// When used with a follow cam, it will automatically use the same target.
[SerializeField] private float m_FovAdjustTime = 1; // the time taken to adjust the current FOV to the desired target FOV amount.
[SerializeField] private float m_ZoomAmountMultiplier = 2; // a multiplier for the FOV amount. The default of 2 makes the field of view twice as wide as required to fit the target.
[SerializeField] private bool m_IncludeEffectsInSize = false; // changing this only takes effect on startup, or when new target is assigned.
private float m_BoundSize;
private float m_FovAdjustVelocity;
private Camera m_Cam;
private Transform m_LastTarget;
// Use this for initialization
protected override void Start()
{
base.Start();
m_BoundSize = MaxBoundsExtent(m_Target, m_IncludeEffectsInSize);
// get a reference to the actual camera component:
m_Cam = GetComponentInChildren<Camera>();
}
protected override void FollowTarget(float deltaTime)
{
// calculate the correct field of view to fit the bounds size at the current distance
float dist = (m_Target.position - transform.position).magnitude;
float requiredFOV = Mathf.Atan2(m_BoundSize, dist)*Mathf.Rad2Deg*m_ZoomAmountMultiplier;
m_Cam.fieldOfView = Mathf.SmoothDamp(m_Cam.fieldOfView, requiredFOV, ref m_FovAdjustVelocity, m_FovAdjustTime);
}
public override void SetTarget(Transform newTransform)
{
base.SetTarget(newTransform);
m_BoundSize = MaxBoundsExtent(newTransform, m_IncludeEffectsInSize);
}
public static float MaxBoundsExtent(Transform obj, bool includeEffects)
{
// get the maximum bounds extent of object, including all child renderers,
// but excluding particles and trails, for FOV zooming effect.
var renderers = obj.GetComponentsInChildren<Renderer>();
Bounds bounds = new Bounds();
bool initBounds = false;
foreach (Renderer r in renderers)
{
if (!((r is TrailRenderer) || (r is ParticleSystemRenderer)))
{
if (!initBounds)
{
initBounds = true;
bounds = r.bounds;
}
else
{
bounds.Encapsulate(r.bounds);
}
}
}
float max = Mathf.Max(bounds.extents.x, bounds.extents.y, bounds.extents.z);
return max;
}
}
}