简书链接:unity虚拟相机cinemachine之ScriptingExample源码解读轻松理解其作用
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我从demo里面找到了脚本的源码,运行的效果,是5秒切换到这个cube立方体,又5秒切换到另外一个 cylinder,

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public class ScriptingExample : MonoBehaviour
{
CinemachineVirtualCamera vcam;
CinemachineFreeLook freelook;

void Start()
{
// Create a Cinemachine brain on the main camera
var brain = GameObject.Find("Main Camera").AddComponent<CinemachineBrain>();
brain.m_ShowDebugText = true;
brain.m_DefaultBlend.m_Time = 1;

// Create a virtual camera that looks at object "Cube", and set some settings
vcam = new GameObject("VirtualCamera").AddComponent<CinemachineVirtualCamera>();
vcam.m_LookAt = GameObject.Find("Cube").transform;
vcam.m_Priority = 10;
vcam.gameObject.transform.position = new Vector3(0, 1, 0);

// Install a composer. You can install whatever CinemachineComponents you need,
// including your own custom-authored Cinemachine components.
var composer = vcam.AddCinemachineComponent<CinemachineComposer>();
composer.m_ScreenX = 0.30f;
composer.m_ScreenY = 0.35f;

// Create a FreeLook vcam on object "Cylinder"
freelook = new GameObject("FreeLook").AddComponent<CinemachineFreeLook>();
freelook.m_LookAt = GameObject.Find("Cylinder/Sphere").transform;
freelook.m_Follow = GameObject.Find("Cylinder").transform;
freelook.m_Priority = 11;

// You can access the individual rigs in the freeLook if you want.
// FreeLook rigs come with Composers pre-installed.
// Note: Body MUST be Orbital Transposer. Don't change it.
CinemachineVirtualCamera topRig = freelook.GetRig(0);
/* CinemachineVirtualCamera middleRig = freelook.GetRig(1);
CinemachineVirtualCamera bottomRig = freelook.GetRig(2);
topRig.GetCinemachineComponent<CinemachineComposer>().m_ScreenY = 0.35f;
middleRig.GetCinemachineComponent<CinemachineComposer>().m_ScreenY = 0.25f;
bottomRig.GetCinemachineComponent<CinemachineComposer>().m_ScreenY = 0.15f;*/
}

float lastSwapTime = 0;
void Update()
{
// Switch cameras from time to time to show blending
if (Time.realtimeSinceStartup - lastSwapTime > 5)//每5秒递增。
{
print("Time.realtimeSinceStartup " + Time.realtimeSinceStartup + ",lastSwapTime:" + lastSwapTime);
freelook.enabled = !freelook.enabled;
lastSwapTime = Time.realtimeSinceStartup;
}
}
}

Time.realtimeSinceStartup表示启动开始的累计时间, 如果大于5秒 ,

就把某个虚拟相机禁用或者启用,因为这个优先级是11,如果启用,则镜头会移动到11这个。
其次lastSwapTime每次打印会一次是5秒,10 秒 10秒,这个不难理解,

image.png

另外这个红色的立方体是一直在自转,从源码中分析发现没有写相关代码。
其次当镜头切换到圆柱的时候是可以滚动鼠标让视图变化的。

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freelook.m_LookAt = GameObject.Find("Cylinder/Sphere").transform;

lookat代表镜头的角度跟随 物体

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freelook.m_Follow = GameObject.Find("Cylinder").transform;

代表镜头始终贴近物体,无论物体移动到哪。

至于CinemachineVirtualCamera middleRig = freelook.GetRig(1)没看懂具体干嘛的