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+ targetPos = FindCameraTarget(); + + AdjustCamera(); + } + + private Vector3 FindCameraTarget() + { + Vector3 result = points[points.Length - 1];//头顶位置 + + //从低到高遍历 + for (int i = 0; i < points.Length; ++i) + { + if (IsHitPlayer(points[i], player.position)) + { + result = points[i]; + break; + } + } + + return result; + } + + private Ray ray; + private RaycastHit hit; + /// + /// 从origin发射一条射线检测是否碰到player, + /// 碰到则表示摄像机在此位置可以看到player + /// + /// + /// + /// + bool IsHitPlayer(Vector3 origin, Vector3 target) + { + bool result = false; + + Vector3 dir = target - origin; + ray = new Ray(origin, dir); + if (Physics.Raycast(ray, out hit)) + { + if (hit.transform.tag == "Player") + { + result = true; + } + } + return result; + } + + /// + /// 调整摄像机位置 + /// + void AdjustCamera() + { + + transform.position = Vector3.Slerp(transform.position, targetPos, Time.deltaTime * 6); + + Quaternion rotation = Quaternion.LookRotation(player.position - transform.position); + transform.rotation = 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