引入 Cinemachine 和 CameraModule,添加摄像机跟随缓动效果

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SepComet
2026-06-10 09:55:57 +08:00
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commit 7a3a2cf17b
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using System;
using UnityEngine;
namespace SepCore.CameraModule
{
/// <summary>
/// 相机效果配置参数。
/// </summary>
[Serializable]
public struct CameraEffectSettings
{
[Header("跟随缓动 (FollowDamping)")]
[Tooltip("X 轴阻尼,值越大跟随后的响应越慢")]
[Range(0f, 20f)]
public float dampingX;
[Tooltip("Y 轴阻尼")]
[Range(0f, 20f)]
public float dampingY;
[Tooltip("Z 轴阻尼")]
[Range(0f, 20f)]
public float dampingZ;
[Header("移动方向偏移 (MovementDirectionOffset)")]
[Tooltip("偏移强度系数,值越大偏移越明显")]
[Range(0f, 10f)]
public float offsetStrength;
[Tooltip("最大偏移距离(世界单位)")]
[Range(0f, 20f)]
public float maxOffsetDistance;
[Tooltip("偏移平滑速度")]
[Range(0f, 20f)]
public float offsetSmoothing;
[Tooltip("偏移采样速度低于此值时不产生偏移")]
[Range(0f, 5f)]
public float offsetDeadZone;
/// <summary>
/// 默认配置:适中的阻尼和偏移参数。
/// </summary>
public static CameraEffectSettings Default => new CameraEffectSettings
{
dampingX = 1f,
dampingY = 1f,
dampingZ = 1f,
offsetStrength = 2f,
maxOffsetDistance = 3f,
offsetSmoothing = 5f,
offsetDeadZone = 0.1f,
};
}
}
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namespace SepCore.CameraModule
{
/// <summary>
/// 相机效果类型,用于开关控制。
/// </summary>
public enum CameraEffectType
{
/// <summary>
/// 跟随缓动 —— 相机跟随目标时的阻尼平滑。
/// </summary>
FollowDamping,
/// <summary>
/// 移动方向偏移 —— 相机根据目标移动方向产生额外偏移。
/// </summary>
MovementDirectionOffset,
}
}
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using UnityEngine;
namespace SepCore.CameraModule
{
/// <summary>
/// 相机控制器接口。Base 层定义,Runtime 层(Cinemachine)实现。
/// </summary>
public interface ICameraController
{
/// <summary>
/// 当前跟随目标。
/// </summary>
Transform Target { get; }
/// <summary>
/// 设置跟随目标。传 null 则停止跟随。
/// </summary>
void SetTarget(Transform target);
/// <summary>
/// 启用指定效果。
/// </summary>
void EnableEffect(CameraEffectType effect);
/// <summary>
/// 禁用指定效果。
/// </summary>
void DisableEffect(CameraEffectType effect);
/// <summary>
/// 查询指定效果是否启用。
/// </summary>
bool IsEffectEnabled(CameraEffectType effect);
/// <summary>
/// 应用效果配置参数。会立即生效。
/// </summary>
void ApplySettings(CameraEffectSettings settings);
/// <summary>
/// 当前生效的配置参数。
/// </summary>
CameraEffectSettings CurrentSettings { get; }
}
}
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using Cinemachine;
using UnityEngine;
namespace SepCore.CameraModule
{
/// <summary>
/// 基于 Cinemachine 的相机控制器。挂载到场景中的主相机上(主相机需有 CinemachineBrain)。
/// 会在主相机同级自动创建 CinemachineVirtualCamera,避免虚拟相机成为被 Brain 驱动相机的子物体。
/// </summary>
[RequireComponent(typeof(CinemachineBrain))]
public class CinemachineCameraController : MonoBehaviour, ICameraController
{
[SerializeField] private CameraEffectSettings _settings = CameraEffectSettings.Default;
[SerializeField] private Vector3 _baseFollowOffset = new Vector3(0f, 10f, -10f);
[SerializeField] private bool _lockRotation = true;
[SerializeField] private Vector3 _fixedRotationEuler = new Vector3(90f, 0f, 0f);
private CinemachineVirtualCamera _virtualCamera;
private CinemachineTransposer _transposer;
private bool _followDampingEnabled = true;
private bool _movementDirectionOffsetEnabled = true;
private Vector3 _currentAppliedOffset;
private Vector3 _previousTargetPosition;
private bool _hasTarget;
public Transform Target { get; private set; }
public CameraEffectSettings CurrentSettings => _settings;
private void Awake()
{
CreateVirtualCamera();
}
private void OnValidate()
{
ApplyRotationMode();
}
private void LateUpdate()
{
if (!_hasTarget || Target == null)
return;
if (_movementDirectionOffsetEnabled)
UpdateMovementDirectionOffset();
else
ResetOffsetSmoothly();
_previousTargetPosition = Target.position;
if (_lockRotation)
ApplyFixedRotation();
}
public void SetTarget(Transform target)
{
Target = target;
_hasTarget = target != null;
if (_virtualCamera == null)
return;
_virtualCamera.Follow = target;
ApplyRotationMode();
if (_hasTarget)
{
_previousTargetPosition = target.position;
_currentAppliedOffset = _baseFollowOffset;
_transposer.m_FollowOffset = _baseFollowOffset;
}
}
public void EnableEffect(CameraEffectType effect)
{
switch (effect)
{
case CameraEffectType.FollowDamping:
_followDampingEnabled = true;
ApplyDampingValues();
break;
case CameraEffectType.MovementDirectionOffset:
_movementDirectionOffsetEnabled = true;
break;
}
}
public void DisableEffect(CameraEffectType effect)
{
switch (effect)
{
case CameraEffectType.FollowDamping:
_followDampingEnabled = false;
ApplyDampingValues();
break;
case CameraEffectType.MovementDirectionOffset:
_movementDirectionOffsetEnabled = false;
break;
}
}
public bool IsEffectEnabled(CameraEffectType effect)
{
return effect switch
{
CameraEffectType.FollowDamping => _followDampingEnabled,
CameraEffectType.MovementDirectionOffset => _movementDirectionOffsetEnabled,
_ => false,
};
}
public void ApplySettings(CameraEffectSettings settings)
{
_settings = settings;
ApplyDampingValues();
}
private void CreateVirtualCamera()
{
var go = new GameObject("CM_CameraController_VCam");
go.transform.SetParent(transform.parent, false);
go.transform.rotation = Quaternion.Euler(_fixedRotationEuler);
_virtualCamera = go.AddComponent<CinemachineVirtualCamera>();
_virtualCamera.m_Lens.FieldOfView = 60f;
_transposer = _virtualCamera.AddCinemachineComponent<CinemachineTransposer>();
_transposer.m_BindingMode = CinemachineTransposer.BindingMode.WorldSpace;
_transposer.m_FollowOffset = _baseFollowOffset;
ApplyRotationMode();
ApplyDampingValues();
}
private void ApplyRotationMode()
{
if (_virtualCamera == null)
return;
if (_lockRotation)
{
_virtualCamera.LookAt = null;
_virtualCamera.DestroyCinemachineComponent<CinemachineHardLookAt>();
ApplyFixedRotation();
return;
}
_virtualCamera.LookAt = Target;
if (_virtualCamera.GetCinemachineComponent<CinemachineHardLookAt>() == null)
_virtualCamera.AddCinemachineComponent<CinemachineHardLookAt>();
}
private void ApplyFixedRotation()
{
if (_virtualCamera == null)
return;
_virtualCamera.transform.rotation = Quaternion.Euler(_fixedRotationEuler);
}
private void ApplyDampingValues()
{
if (_transposer == null)
return;
if (_followDampingEnabled)
{
_transposer.m_XDamping = _settings.dampingX;
_transposer.m_YDamping = _settings.dampingY;
_transposer.m_ZDamping = _settings.dampingZ;
}
else
{
_transposer.m_XDamping = 0f;
_transposer.m_YDamping = 0f;
_transposer.m_ZDamping = 0f;
}
}
private void UpdateMovementDirectionOffset()
{
float dt = Time.deltaTime;
Vector3 velocity = (Target.position - _previousTargetPosition) / Mathf.Max(dt, 0.0001f);
float speed = new Vector3(velocity.x, 0f, velocity.z).magnitude;
Vector3 targetOffset = _baseFollowOffset;
if (speed > _settings.offsetDeadZone)
{
Vector3 dir = new Vector3(velocity.x, 0f, velocity.z).normalized;
float offsetAmount = Mathf.Min(speed * _settings.offsetStrength, _settings.maxOffsetDistance);
targetOffset += dir * offsetAmount;
}
_currentAppliedOffset = Vector3.Lerp(
_currentAppliedOffset,
targetOffset,
_settings.offsetSmoothing * dt
);
_transposer.m_FollowOffset = _currentAppliedOffset;
}
private void ResetOffsetSmoothly()
{
_currentAppliedOffset = Vector3.Lerp(
_currentAppliedOffset,
_baseFollowOffset,
_settings.offsetSmoothing * Time.deltaTime
);
_transposer.m_FollowOffset = _currentAppliedOffset;
}
}
}
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# CameraModule 接入说明
基于 Cinemachine 2.x 的可复用相机插件,提供跟随缓动、移动方向偏移等基础效果,支持开关控制。
## 导入步骤
1. 将 `Assets/Plugins/CameraModule/` 整个目录导入目标项目
2. 确保目标项目已安装 `com.unity.cinemachine` 2.x(通过 Package Manager 或 manifest.json 添加)
3. 导入后基座项目仍可正常编译和运行——CameraModule 的 asmdef 独立于基座程序集
## 程序集结构
```
SepCore.CameraModule.Base ← 接口与数据类型(无 Cinemachine 依赖)
SepCore.CameraModule ← Cinemachine 实现(依赖 Cinemachine 2.x)
```
- `SepCore.CameraModule.Base` 引用 `UnityGameFramework.Runtime` 和 `SepCore.Base`
- `SepCore.CameraModule` 额外引用 `Cinemachine` 和 `SepCore.CameraModule.Base`
- 移除 CameraModule 后,基座程序集不受任何影响
## 场景挂载要求
1. 在场景主相机上添加 `CinemachineBrain` 组件(如果还没有)
2. 在主相机上添加 `CinemachineCameraController` 组件
3. 控制器会自动创建 `CinemachineVirtualCamera` 子对象
## API 初始化方式
```csharp
using SepCore.CameraModule;
// 获取控制器引用(通常通过 Inspector 拖拽或 GetComponent)
var controller = GetComponent<CinemachineCameraController>();
// 设置跟随目标
controller.SetTarget(targetTransform);
// 调整效果参数
var settings = CameraEffectSettings.Default;
settings.dampingX = 2f;
settings.dampingY = 2f;
settings.dampingZ = 2f;
settings.offsetStrength = 3f;
settings.maxOffsetDistance = 5f;
controller.ApplySettings(settings);
// 开关控制
controller.DisableEffect(CameraEffectType.FollowDamping); // 关闭缓动
controller.EnableEffect(CameraEffectType.FollowDamping); // 开启缓动
controller.DisableEffect(CameraEffectType.MovementDirectionOffset); // 关闭方向偏移
```
## CameraEffectSettings 参数说明
| 参数 | 类型 | 默认值 | 说明 |
|------|------|--------|------|
| `dampingX/Y/Z` | float | 1.0 | 跟随阻尼,值越大响应越慢。设为 0 则无缓动 |
| `offsetStrength` | float | 2.0 | 移动方向偏移强度系数 |
| `maxOffsetDistance` | float | 3.0 | 最大偏移距离(世界单位) |
| `offsetSmoothing` | float | 5.0 | 偏移平滑速度 |
| `offsetDeadZone` | float | 0.1 | 速度低于此值时不产生偏移 |
## 效果开关
通过 `EnableEffect` / `DisableEffect` 控制:
- `CameraEffectType.FollowDamping` — 跟随缓动。关闭后 damping 设为 0,相机即时跟随
- `CameraEffectType.MovementDirectionOffset` — 移动方向偏移。关闭后 FollowOffset 平滑回归基础值
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