前言
上一期我们简单的使用了FreeLook相机,这次我们来使用一下StateDrivenCamera
使用StateDrivenCamera根据不同动画切换相机
1. 创建一个游戏物体
![图片[1]-Unity3d Cinemachine篇(四)— StateDrivenCamera-琢码斋](https://www.codyz.cn/wp-content/uploads/2025/07/image-22.png)
2. 创建StateDrivenCamera相机
![图片[2]-Unity3d Cinemachine篇(四)— StateDrivenCamera-琢码斋](https://www.codyz.cn/wp-content/uploads/2025/07/image-23.png)
游戏物体比较远不方便调试
![图片[3]-Unity3d Cinemachine篇(四)— StateDrivenCamera-琢码斋](https://www.codyz.cn/wp-content/uploads/2025/07/image-24.png)
选中Virtual Camera相机
![图片[4]-Unity3d Cinemachine篇(四)— StateDrivenCamera-琢码斋](https://www.codyz.cn/wp-content/uploads/2025/07/image-25.png)
使用快捷键聚焦到游戏物体
![图片[5]-Unity3d Cinemachine篇(四)— StateDrivenCamera-琢码斋](https://www.codyz.cn/wp-content/uploads/2025/07/image-26.png)
3. 创建动画
给cube添加一个Animator组件
![图片[6]-Unity3d Cinemachine篇(四)— StateDrivenCamera-琢码斋](https://www.codyz.cn/wp-content/uploads/2025/07/image-27.png)
创建一个Animator Controller,然后拖到Animator 组件上
![图片[7]-Unity3d Cinemachine篇(四)— StateDrivenCamera-琢码斋](https://www.codyz.cn/wp-content/uploads/2025/07/image-28.png)
![图片[8]-Unity3d Cinemachine篇(四)— StateDrivenCamera-琢码斋](https://www.codyz.cn/wp-content/uploads/2025/07/image-29.png)
在Animation页面中创建2个不同的动画,如果模型本身已经带了动画可以跳过这个步骤
![图片[9]-Unity3d Cinemachine篇(四)— StateDrivenCamera-琢码斋](https://www.codyz.cn/wp-content/uploads/2025/07/image-30.png)
4. 设置相机
在CM StateDrivenCamera1属性中设置
![图片[10]-Unity3d Cinemachine篇(四)— StateDrivenCamera-琢码斋](https://www.codyz.cn/wp-content/uploads/2025/07/image-32.png)
点击+创建
![图片[11]-Unity3d Cinemachine篇(四)— StateDrivenCamera-琢码斋](https://www.codyz.cn/wp-content/uploads/2025/07/image-33.png)
设置动画对应 相机
![图片[12]-Unity3d Cinemachine篇(四)— StateDrivenCamera-琢码斋](https://www.codyz.cn/wp-content/uploads/2025/07/image-34.png)
5. 完成
![图片[13]-Unity3d Cinemachine篇(四)— StateDrivenCamera-琢码斋](https://www.codyz.cn/wp-content/uploads/2025/07/8d140df7eeecd5b60f90c8079dc7a333.gif)
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