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Unity鏡頭特寫效果

public GameObject[] obj;//觀察物件集合
    private int num=0;
  
  //  public Transform target;
    public float distance = 3.0f;//攝像機正對物體的距離
    public float height = 1.0f;//攝像機正對物體的高度
    public float damping = 5.0f;//攝像機位移速度
    private bool smppthRotation = true;//是否平滑轉動角度
    public float rotationDamping = 10.0f;//攝像機角度轉動的速度
    public float x_=0f;//攝像機距離物體x軸的距離
    private Vector3 targetLookAtOffset;//
    
    public float bumperDistanceCheck = 2.5f;
    public float bumperCameraHeight = 1.0f;
    private Vector3 bumperRayOffset;

   
	// Update is called once per frame
	void Update () {
       
        lookatobj(obj[num].transform);
	
	}
  
    void lookatobj(Transform target)
    {
        Vector3 wantedPosition = target.TransformPoint(x_, height, -distance);
        

        RaycastHit hit;
        //若攝像機和物體之間有障礙物 則將攝像機拉到障礙物之前

        //Vector3 back = target.transform.TransformDirection(-1 * Vector3.forward);
        //if (Physics.Raycast(target.TransformPoint(bumperRayOffset), back, out hit, bumperDistanceCheck))
        //{
           
        //    // clamp wanted position to hit position  
        //    wantedPosition.x = hit.point.x;
        //    wantedPosition.z = hit.point.z;
        //  //  wantedPosition.y = Mathf.Lerp(wantedPosition.y, hit.point.y + bumperCameraHeight,  Time.deltaTime * damping);
        //}

        transform.position = Vector3.Lerp(transform.position, wantedPosition, Time.deltaTime * damping);//攝像機位移
        Vector3 lookPosition = target.position;//target.TransformPoint(targetLookAtOffset);
    
        Quaternion wantedRotation = Quaternion.LookRotation(lookPosition - transform.position, target.up);
        if (smppthRotation)
        {
            //平滑轉動攝像機
            transform.rotation = Quaternion.Slerp(transform.rotation, wantedRotation, Time.deltaTime * rotationDamping);
        }
        else transform.rotation = wantedRotation;
       
        //將障礙物隱藏
        if (Vector3.Distance(transform.position, wantedPosition) <=2f)
        {       
                Vector3 dir=transform.TransformDirection(Vector3.forward);
                if (Physics.Raycast(transform.position, dir, out hit))
                {

                    if (hit.collider.gameObject.name != target.name)
                    {
                        hit.collider.gameObject.SetActive(false);
                       
                    }

                }
        }
        
        if (transform.position == wantedPosition && transform.rotation == wantedRotation)//迴圈觀察
        {
           
       
            num++;
            num %= obj.Length;
            obj[num].SetActive(true);//顯示物件
        }
        
    }