KDT Unity 5주차 팀 프로젝트
2024-01-29 TIL
카메라 바꿔치기
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using static UnityEngine.Rendering.DebugUI.Table;
public class CameraTest : MonoBehaviour
{
[SerializeField] private GameObject _camera;
[SerializeField] private Camera mainCam;
[SerializeField] private Camera subCam;
[SerializeField] private Vector3 _position1 = new (0.35f,-0.01f,0.05f);
[SerializeField] private Vector3 _position2 = new(1, -0.5f, 1f);
[SerializeField] private float rotateSpeed = 3f; // 회전 속도
private IEnumerator rotateCoroutine;
private float speed = 5.0f; // 이동 속도
private bool _cameraChenge;
private bool _enabled = false;
private bool _enabledRotate = false;
private void Start()
{
_cameraChenge = Main.Game.OnCamera;
}
void Update()
{
if (Input.GetKeyDown(KeyCode.G))
{
//Debug.Log("G 키가 눌렸습니다.");
CameraMoveCheck();
}
if (Input.GetKeyDown(KeyCode.Alpha1))
{
Debug.Log("1 키가 눌렸습니다.");
RotationCam(90);
}
if (Input.GetKeyDown(KeyCode.Alpha3))
{
RotationCam(-90);
}
}
private void CameraMoveCheck()
{
if (!_enabled)
{
_enabled = true;
StartCoroutine(CameraMoveCoroutine());
}
}
private void RotationCam(float rot)
{
if(_cameraChenge && _enabledRotate)
{
rotateCoroutine = RotateObjectCoroutine(rot);
StartCoroutine(rotateCoroutine);
}
}
private IEnumerator RotateObjectCoroutine(float rot)
{
_enabledRotate = false;
Quaternion startRotation = subCam.transform.rotation;
Quaternion endRotation = startRotation * Quaternion.Euler(Vector3.forward * rot);
float timeElapsed = 0;
while (timeElapsed < rotateSpeed)
{
subCam.transform.rotation = Quaternion.RotateTowards(subCam.transform.rotation, endRotation, Time.deltaTime * 90 / rotateSpeed);
timeElapsed += Time.deltaTime;
yield return null;
}
subCam.transform.rotation = endRotation;
_enabledRotate = true;
}
private IEnumerator CameraMoveCoroutine()
{
Vector3 cameraMovePoint = _cameraChenge ? _position2 : _position1;
// 현재 위치와 목표 위치 사이의 거리 계산
float distance = Vector3.Distance(_camera.transform.localPosition, cameraMovePoint);
_cameraChenge = cameraMovePoint == _position1 ? true : false;
if (!_cameraChenge)
{
StopCoroutine(rotateCoroutine);
//해당 오브젝트의 로테이션값을 0,0,0으로 변경하고 싶다.
subCam.enabled = _cameraChenge;
mainCam.enabled = !_cameraChenge;
_camera.SetActive(!_cameraChenge);
}
// 거리가 충분히 작으면 도착한 것으로 간주
while (distance >= 0.001f)
{
// 현재 위치에서 목표 위치까지 일정 속도로 이동
_camera.transform.localPosition = Vector3.MoveTowards(_camera.transform.localPosition, cameraMovePoint, speed * Time.deltaTime);
distance = Vector3.Distance(_camera.transform.localPosition, cameraMovePoint);
yield return null;
}
if (_cameraChenge)
{
subCam.enabled = _cameraChenge;
mainCam.enabled = !_cameraChenge;
_camera.SetActive(!_cameraChenge);
_enabledRotate = true;
}
Debug.Log(_cameraChenge);
_enabled = false; // 도착하면 이동을 멈춥니다.
}
}
This post is licensed under CC BY 4.0 by the author.