104 lines
4.2 KiB
C#
104 lines
4.2 KiB
C#
using UnityEngine;
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namespace IndianOceanAssets.Engine2_5D
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{
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/// <summary>
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/// 场景物件面向摄像机脚本(饥荒风格)v2。
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/// 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)。
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///
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/// 抖动修复(v2):
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/// 旧版平滑旋转用 Quaternion.Slerp(rot, target, speed * deltaTime),
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/// 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
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/// 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
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/// 跟随(CameraFollow 永不收敛),两者叠加更明显。
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///
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/// 修复要点:
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/// 1. 指数平滑 t = 1 - exp(-speed * dt),帧率无关,比 speed * dt 更稳定。
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/// 2. 剩余角度 ≤ snapAngle 时直接吸附到目标,杜绝永不收敛的微旋转。
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/// 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,
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/// 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。
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///
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/// 用法:挂到需要面向摄像机的精灵/物件上即可。
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/// </summary>
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public class BillboardSprite : MonoBehaviour
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{
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[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。")]
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[SerializeField] private bool lockYAxis = true;
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[Tooltip("平滑旋转(过渡),关闭则瞬间转向")]
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[SerializeField] private bool smoothRotation = false;
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[Tooltip("平滑旋转速度(越大转得越快)")]
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[SerializeField] private float rotationSpeed = 8f;
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[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)。")]
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[SerializeField] private float snapAngle = 0.5f;
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[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)。")]
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[SerializeField] private float deadZone = 0.2f;
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private Camera _mainCamera;
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private Transform _camTransform;
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private Quaternion _convergedRot;
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private bool _hasConverged;
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private void Start()
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{
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_mainCamera = Camera.main;
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if (_mainCamera != null)
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_camTransform = _mainCamera.transform;
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}
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private void LateUpdate()
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{
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if (_camTransform == null)
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{
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// 摄像机丢失时重新获取(场景切换等情况)
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_mainCamera = Camera.main;
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if (_mainCamera != null)
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_camTransform = _mainCamera.transform;
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if (_camTransform == null) return;
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}
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Vector3 dir = _camTransform.position - transform.position;
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if (lockYAxis)
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dir.y = 0f; // 保持竖直
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if (dir.sqrMagnitude < 0.0001f) return;
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Quaternion targetRot = Quaternion.LookRotation(dir);
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if (!smoothRotation)
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{
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transform.rotation = targetRot;
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_convergedRot = targetRot;
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_hasConverged = true;
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return;
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}
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// ---- 平滑旋转 ----
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float angleToTarget = Quaternion.Angle(transform.rotation, targetRot);
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if (angleToTarget <= snapAngle)
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{
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// 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,
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// 否则视为噪声保持不动(摄像机静止时物件不抖)
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if (!_hasConverged || Quaternion.Angle(targetRot, _convergedRot) > deadZone)
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{
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transform.rotation = targetRot;
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_convergedRot = targetRot;
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_hasConverged = true;
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}
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}
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else
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{
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// 还差较远,指数平滑趋近(帧率无关,比 speed*deltaTime 更稳)
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float t = 1f - Mathf.Exp(-rotationSpeed * Time.deltaTime);
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transform.rotation = Quaternion.Slerp(transform.rotation, targetRot, t);
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_hasConverged = false;
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}
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}
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}
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}
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