diff --git a/unity/Assets/Scenes/Test.unity b/unity/Assets/Scenes/Test.unity
index b616ffe..429742a 100644
--- a/unity/Assets/Scenes/Test.unity
+++ b/unity/Assets/Scenes/Test.unity
@@ -1673,7 +1673,7 @@ GameObject:
- component: {fileID: 609157176}
m_Layer: 0
m_HasEditorInfo: 1
- m_Name: GameObject
+ m_Name: "\u8FFD\u51FB"
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
@@ -2249,6 +2249,8 @@ MonoBehaviour:
lockYAxis: 1
smoothRotation: 1
rotationSpeed: 1
+ snapAngle: 0.5
+ deadZone: 0.2
--- !u!114 &743379413
MonoBehaviour:
m_ObjectHideFlags: 0
@@ -3949,6 +3951,38 @@ SpriteRenderer:
m_WasSpriteAssigned: 1
m_MaskInteraction: 0
m_SpriteSortPoint: 0
+--- !u!1 &2024604079
+GameObject:
+ m_ObjectHideFlags: 0
+ m_CorrespondingSourceObject: {fileID: 0}
+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
+ serializedVersion: 7
+ m_Component:
+ - component: {fileID: 2024604080}
+ m_Layer: 0
+ m_HasEditorInfo: 1
+ m_Name: GameObject (1)
+ m_TagString: Untagged
+ m_Icon: {fileID: 0}
+ m_NavMeshLayer: 0
+ m_StaticEditorFlags: 0
+ m_IsActive: 1
+--- !u!4 &2024604080
+Transform:
+ m_ObjectHideFlags: 0
+ m_CorrespondingSourceObject: {fileID: 0}
+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
+ m_GameObject: {fileID: 2024604079}
+ serializedVersion: 2
+ m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
+ m_LocalPosition: {x: 0, y: 0, z: 0}
+ m_LocalScale: {x: 1, y: 1, z: 1}
+ m_ConstrainProportionsScale: 0
+ m_Children: []
+ m_Father: {fileID: 0}
+ m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!1 &2116328956
GameObject:
m_ObjectHideFlags: 0
@@ -4488,3 +4522,4 @@ SceneRoots:
- {fileID: 8914096}
- {fileID: 444470370}
- {fileID: 609157177}
+ - {fileID: 2024604080}
diff --git a/unity/Assets/camera/CameraBounds.cs b/unity/Assets/camera/CameraBounds.cs
new file mode 100644
index 0000000..431a498
--- /dev/null
+++ b/unity/Assets/camera/CameraBounds.cs
@@ -0,0 +1,122 @@
+using UnityEngine;
+
+namespace IndianOceanAssets.Engine2_5D
+{
+ ///
+ /// 摄像机边界(空气墙)—— 框定摄像机可移动的矩形范围。
+ /// 摄像机碰到边界后停下,玩家仍可继续走。
+ ///
+ /// 原理:在 LateUpdate(晚于 CameraFollow 的 Update)把摄像机位置钳制到
+ /// 以本物体为中心、size 为尺寸的矩形内(仅 XZ 平面,Y 不限制)。
+ /// [DefaultExecutionOrder(10000)] 保证本脚本在其它 LateUpdate 之后执行,
+ /// 即使以后把 CameraFollow 改成 LateUpdate 也能正确钳制。
+ ///
+ /// 为什么不会抖:
+ /// CameraFollow 每帧用 Lerp 把摄像机往目标推(可能推出边界),
+ /// 本脚本随后把它钳回边界。边界是固定直线,钳制结果每帧一致 → 稳定不抖。
+ ///
+ /// 用法:
+ /// 1. 场景中创建空物体,挂上此脚本
+ /// 2. 把空物体放到摄像机活动范围的中心点
+ /// 3. 设置 size(X=宽度,Y=深度,以本物体位置为中心)
+ /// 4. targetCamera 留空则自动用 Camera.main
+ /// 5. Scene 视图会显示青色线框,方便对齐
+ ///
+ [DefaultExecutionOrder(10000)]
+ public class CameraBounds : MonoBehaviour
+ {
+ [Tooltip("要约束的摄像机(留空则使用 Camera.main)")]
+ [SerializeField] private Camera targetCamera;
+
+ [Tooltip("边界尺寸(X=宽度,Y=深度,以本物体位置为中心)")]
+ [SerializeField] private Vector2 size = new Vector2(30f, 30f);
+
+ [Tooltip("Scene 视图是否显示边界线框")]
+ [SerializeField] private bool drawGizmo = true;
+
+ [Tooltip("线框颜色")]
+ [SerializeField] private Color gizmoColor = Color.cyan;
+
+ private Transform _camTransform;
+ private bool _resolved;
+
+ private void Start()
+ {
+ ResolveCamera();
+ }
+
+ private void ResolveCamera()
+ {
+ var cam = targetCamera != null ? targetCamera : Camera.main;
+ if (cam != null)
+ {
+ _camTransform = cam.transform;
+ _resolved = true;
+ }
+ else
+ {
+ _resolved = false;
+ }
+ }
+
+ private void LateUpdate()
+ {
+ if (!_resolved || _camTransform == null)
+ {
+ ResolveCamera();
+ if (_camTransform == null) return;
+ }
+
+ Vector3 pos = _camTransform.position;
+ Vector3 center = transform.position;
+ float minX = center.x - size.x * 0.5f;
+ float maxX = center.x + size.x * 0.5f;
+ float minZ = center.z - size.y * 0.5f;
+ float maxZ = center.z + size.y * 0.5f;
+
+ _camTransform.position = new Vector3(
+ Mathf.Clamp(pos.x, minX, maxX),
+ pos.y,
+ Mathf.Clamp(pos.z, minZ, maxZ)
+ );
+ }
+
+ ///
+ /// 把世界坐标钳制到边界内(仅 XZ,Y 不变)。供外部调用。
+ ///
+ public Vector3 ClampPosition(Vector3 pos)
+ {
+ Vector3 center = transform.position;
+ return new Vector3(
+ Mathf.Clamp(pos.x, center.x - size.x * 0.5f, center.x + size.x * 0.5f),
+ pos.y,
+ Mathf.Clamp(pos.z, center.z - size.y * 0.5f, center.z + size.y * 0.5f)
+ );
+ }
+
+ private void OnDrawGizmos()
+ {
+ if (!drawGizmo) return;
+
+ Vector3 c = transform.position;
+ float hx = size.x * 0.5f;
+ float hz = size.y * 0.5f;
+ Vector3 p1 = new Vector3(c.x - hx, c.y, c.z - hz);
+ Vector3 p2 = new Vector3(c.x + hx, c.y, c.z - hz);
+ Vector3 p3 = new Vector3(c.x + hx, c.y, c.z + hz);
+ Vector3 p4 = new Vector3(c.x - hx, c.y, c.z + hz);
+
+ Gizmos.color = gizmoColor;
+ Gizmos.DrawLine(p1, p2);
+ Gizmos.DrawLine(p2, p3);
+ Gizmos.DrawLine(p3, p4);
+ Gizmos.DrawLine(p4, p1);
+
+ // 中心十字
+ Gizmos.color = new Color(gizmoColor.r, gizmoColor.g, gizmoColor.b, 0.6f);
+ const float k = 0.5f;
+ Gizmos.DrawLine(c - new Vector3(k, 0, 0), c + new Vector3(k, 0, 0));
+ Gizmos.DrawLine(c - new Vector3(0, 0, k), c + new Vector3(0, 0, k));
+ }
+ }
+}
diff --git a/unity/Assets/camera/CameraBounds.cs.meta b/unity/Assets/camera/CameraBounds.cs.meta
new file mode 100644
index 0000000..35f0656
--- /dev/null
+++ b/unity/Assets/camera/CameraBounds.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: DylKsyylBn7lcA2y8oKcMWusHhL4i0Lo5tk6EFfHLt0CelquVgviXtA=
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/unity/Assets/enemy/BillboardSprite.cs b/unity/Assets/enemy/BillboardSprite.cs
index 8388d6e..57b1eaa 100644
--- a/unity/Assets/enemy/BillboardSprite.cs
+++ b/unity/Assets/enemy/BillboardSprite.cs
@@ -3,25 +3,44 @@ using UnityEngine;
namespace IndianOceanAssets.Engine2_5D
{
///
- /// 场景物件面向摄像机脚本(饥荒风格)。
+ /// 场景物件面向摄像机脚本(饥荒风格)v2。
/// 让物体始终朝摄像机方向旋转,默认只绕 Y 轴(保持竖直不倒)。
///
+ /// 抖动修复(v2):
+ /// 旧版平滑旋转用 Quaternion.Slerp(rot, target, speed * deltaTime),
+ /// 它永远无法真正到达目标(每帧只走剩余距离的几分之一),叠加 deltaTime
+ /// 逐帧波动,会持续产生微小旋转 → 看起来在抖动。若摄像机本身也用 Lerp
+ /// 跟随(CameraFollow 永不收敛),两者叠加更明显。
+ ///
+ /// 修复要点:
+ /// 1. 指数平滑 t = 1 - exp(-speed * dt),帧率无关,比 speed * dt 更稳定。
+ /// 2. 剩余角度 ≤ snapAngle 时直接吸附到目标,杜绝永不收敛的微旋转。
+ /// 3. 已吸附后,目标方向在 deadZone 内的微小漂移(摄像机/物件微抖)一律忽略,
+ /// 只有方向变化超过 deadZone 才重新吸附 → 摄像机静止时物件彻底不动。
+ ///
/// 用法:挂到需要面向摄像机的精灵/物件上即可。
- /// 适合:树木、岩石、角色、道具等 2D 精灵在 3D 场景中的朝向修正。
///
public class BillboardSprite : MonoBehaviour
{
[Tooltip("只绕Y轴旋转(饥荒风格,保持竖直不倒)。关闭则完全面向摄像机。")]
[SerializeField] private bool lockYAxis = true;
- [Tooltip("平滑旋转(lerp过渡),关闭则瞬间转向")]
+ [Tooltip("平滑旋转(过渡),关闭则瞬间转向")]
[SerializeField] private bool smoothRotation = false;
- [Tooltip("平滑旋转速度")]
+ [Tooltip("平滑旋转速度(越大转得越快)")]
[SerializeField] private float rotationSpeed = 8f;
+ [Tooltip("剩余角度小于此值时直接吸附到目标,避免永不收敛的微旋转(主要抖动来源)。")]
+ [SerializeField] private float snapAngle = 0.5f;
+
+ [Tooltip("已吸附后,目标方向在此角度内的微小漂移视为噪声忽略(过滤摄像机微抖)。")]
+ [SerializeField] private float deadZone = 0.2f;
+
private Camera _mainCamera;
private Transform _camTransform;
+ private Quaternion _convergedRot;
+ private bool _hasConverged;
private void Start()
{
@@ -50,11 +69,35 @@ namespace IndianOceanAssets.Engine2_5D
Quaternion targetRot = Quaternion.LookRotation(dir);
- if (smoothRotation)
- transform.rotation = Quaternion.Slerp(transform.rotation, targetRot,
- rotationSpeed * Time.deltaTime);
- else
+ if (!smoothRotation)
+ {
transform.rotation = targetRot;
+ _convergedRot = targetRot;
+ _hasConverged = true;
+ return;
+ }
+
+ // ---- 平滑旋转 ----
+ float angleToTarget = Quaternion.Angle(transform.rotation, targetRot);
+
+ if (angleToTarget <= snapAngle)
+ {
+ // 已接近目标。仅当目标相对上次吸附转了超过 deadZone 才重新吸附,
+ // 否则视为噪声保持不动(摄像机静止时物件不抖)
+ if (!_hasConverged || Quaternion.Angle(targetRot, _convergedRot) > deadZone)
+ {
+ transform.rotation = targetRot;
+ _convergedRot = targetRot;
+ _hasConverged = true;
+ }
+ }
+ else
+ {
+ // 还差较远,指数平滑趋近(帧率无关,比 speed*deltaTime 更稳)
+ float t = 1f - Mathf.Exp(-rotationSpeed * Time.deltaTime);
+ transform.rotation = Quaternion.Slerp(transform.rotation, targetRot, t);
+ _hasConverged = false;
+ }
}
}
}