Unity3D管理多相机很是繁琐,"Camera Preview"着实解决了相机的切换,然而窗口小,比例不能调整,并且在多个相机中禁用启用设置相机视角也很不方便,所以也不是很实用。
Security Camera就简化了这个过程。以下是Security Camera脚本的使用说明:
1、将SecurityCameraEditor放在Editor中,其脚本为:
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// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
using
UnityEngine;
using
UnityEditor;
using
System.Collections;
[CustomEditor(
typeof
(SecurityCamera))]
public
class
SecurityCameraEditor : Editor
{
SecurityCamera _target =
null
;
void
OnEnable(){
if
(_target ==
null
&& !Application.isPlaying){
_target = (SecurityCamera)target;
_target.camera.depth = 999999;
}
}
void
OnDisable(){
if
(!Application.isPlaying && _target !=
null
) {
_target.camera.depth = -999999;
}
}
}
|
2、将SecurityCamera脚本和CameraSwap脚本放在Camera Script文件夹下,其中SecurityCamera脚本要加在每个相机上(主相机MainCamera的Tag为MainCamera,其他相机如Camera1,Camera2,Camera3),CameraSwap脚本加在GameObject(或者其他的物体上)。
SecurityCamera脚本:
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
using
UnityEngine;
using
System.Collections.Generic;
public
class
SecurityCamera : MonoBehaviour{
public
static
Dictionary<
string
, GameObject> Cameras =
new
Dictionary<
string
, GameObject>();
public
static
GameObject CurrentCamera;
static
int
conflictCount = 0;
void
Start(){
if
(Cameras.ContainsKey(name)) {
Debug.LogWarning(
"SecurityCamera: Warning! All cameras used with SecurityCamera should have unique names. Conflict has been automatically renamed."
);
name = name +
"_"
+ ++conflictCount;
}
if
(tag ==
"MainCamera"
&& name !=
"Main Camera"
) {
Debug.LogWarning(
"SecurityCamera: Warning! A camera was found with a tag of 'MainCamera' but wasn't named 'Main Camera' this might be the result duplicating the default Main Camera. This camera's tag has been set to 'Untagged' to ensure proper operation of Unity's Camera.main."
);
tag =
"Untagged"
;
}
Cameras.Add(name,gameObject);
if
(Camera.main.gameObject != gameObject) {
gameObject.active =
false
;
}
else
{
CurrentCamera = Camera.main.gameObject;
}
}
public
static
void
ChangeCamera(
string
newCamera){
CurrentCamera.active =
false
;
Cameras[newCamera].active =
true
;
CurrentCamera = Cameras[newCamera];
CurrentCamera.camera.depth=999999;
}
}
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CameraSwap脚本为:
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using
UnityEngine;
using
System.Collections;
public
class
CameraSwap : MonoBehaviour
{
void
Update ()
{
//pressing 0, 1, 2, and 3 will swap before the cameras named "Main Camera",
//"Camera 1", "Camera 2", and "Camera 3" which have Security Camera added:
if
(Input.GetKeyDown(KeyCode.Alpha0)) {
SecurityCamera.ChangeCamera(
"Main Camera"
);
}
if
(Input.GetKeyDown(KeyCode.Alpha1)) {
SecurityCamera.ChangeCamera(
"Camera1"
);
}
if
(Input.GetKeyDown(KeyCode.Alpha2)) {
SecurityCamera.ChangeCamera(
"Camera2"
);
}
if
(Input.GetKeyDown(KeyCode.Alpha3)) {
SecurityCamera.ChangeCamera(
"Camera3"
);
}
}
}
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其文件组织格式如下: