学习Unity【Unity动作系统】急停实现思路
理理很早前,我在b站看到网友的Unity制作视频,看到丝滑的跑步、冲刺、急停、待机切换,很是羡慕,自己操作起来总是困难重重。
意识到自身不足后,我又回去补唐老狮的Unity小框架了,我现在的进度是这样的(供参考):唐老狮C#四部曲、唐老狮Unity入门基础核心、Unity进阶之InputSystem、唐老狮Unity基础小框架。
流程
在实现这个简单的动作系统之前,我先进行了三个工作,一是写了单例模式基类脚本,二是把相机逻辑、InputSystem配置和书写好了,三是写(抄袭)了个角色控制器基类脚本。之后才开始实现这个简单的动作系统。
动画系统思路
最先我想用有限状态机FSM+blendtree实现的,但最后还是采用以下的方式(先从比较常规的方法做起来比较好)
大体思路是,将跑步动画、冲刺动画装到1D混合树,设置bool变量HasInput、速度变量Speed、bool变量Spring。如果HasInput为false,且Speed小于0.65,从混合树过渡到跑步急停;如果HasInput为true,且Speed大于0.65,从混合树过渡到冲刺急停;至于Spring,按下的时候,会将speed从当前速度往1平滑过渡,松开时再返回到原来速度。
欢迎大佬们分享自己的思路和方法。
代码展示
首先写个单例模式,之前写过单例模式的文章,可以去参考一下。
然后写角色控制器基类,角色控制器基类需要包含以下内容:地面检测、坡度检测、重力系统、角色移动方向。这段我直接拿的第三方代码魔改的。
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| using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.EventSystems;
namespace GUIGUIGUI { [RequireComponent(typeof(CharacterController))] public abstract class CharacterMovementControlBase : MonoBehaviour { //主要拆分一下, //1.首先我们创建个球型碰撞范围检测,需要中心点、偏移量、半径(就是检测范围)、检测层级 //2.其次我们考虑重力,重力加速度(上正下负)、y轴速度、y轴移动方向、y轴速度最大值(防止速度太快了)、下落时间、判断是否下落的最小时间 protected CharacterController _controller; protected Animator _animator;
//地面检测 protected bool _characterIsOnGround;//角色是否在地面 [SerializeField, Header("地面检测")] protected float _characterOffset;//检测偏移量 [SerializeField] protected float _detectionRange;//检测范围 [SerializeField] protected LayerMask _whatisGround;//检测层级
//重力 protected readonly float CharacterGravity = -9.8f;//比如角色被击飞,上正下负 protected float _characterVerticalVelocity;//用来更新角色Y轴速度 protected float _fallOutDeltaTime; protected float _fallOutTime = 0.15f;//用来防止角色下楼梯鬼畜,这个值用于重置下落时间,小于这个值也不播放下落动画 protected readonly float _characterVerticalMaxVelocity = 54f;//角色低于这个值才应用重力 protected Vector3 _characterVerticalDirection;//角色的Y轴移动方向。我们用CC的Move函数 protected Vector3 movedirection; //初始化组件 protected virtual void Awake() { _controller = GetComponent<CharacterController>(); _animator = GetComponent<Animator>(); }
//初始化数据 protected virtual void Start() { _fallOutDeltaTime = _fallOutTime; }
private void Update() { SetCharacterGracity(); UpdateCharacterGravity();
} //地面检测 private bool GroundDetection() { //检测中心点 Vector3 detectionPosition = new Vector3(transform.position.x, transform.position.y - _characterOffset, transform.position.z); //返回检测范围 return Physics.CheckSphere(detectionPosition, _detectionRange, (int)_whatisGround, QueryTriggerInteraction.Ignore); }
//重力 private void SetCharacterGracity() { _characterIsOnGround = GroundDetection();//检测是否在地面上 //如果角色在地面需要重置FallOutTime和垂直速度 if (_characterIsOnGround) {
_fallOutDeltaTime = _fallOutTime; if (_characterVerticalVelocity < 0f) { _characterVerticalVelocity = -2f;//_characterVerticalVelocity是个累积的东西,我们需要重置一下,就重置成-2吧 } } //角色在空中,需要判断是走楼梯还是下落 else { if (_fallOutDeltaTime > 0f) { _fallOutDeltaTime -= Time.deltaTime;//0.15秒是帮助角色从较低高度下落,不想播放下跌动画,可以自定义时间的 }
else { //此刻我们处于空中状态,_fallOutDeltaTime的0.15秒被挥霍完变成0了,在空中0.15秒无法解决下落 //说明角色还没有落地,应该不是下楼梯,有必要播下落动画 }
if (_characterVerticalVelocity < _characterVerticalMaxVelocity) { _characterVerticalVelocity += CharacterGravity * Time.deltaTime; } } }
protected virtual void OnAnimatorMove() { _animator.ApplyBuiltinRootMotion(); UpdateCharacterMoveDirection(_animator.deltaPosition);
}
//重力移动模拟 private void UpdateCharacterGravity() { _characterVerticalDirection.Set(0, _characterVerticalVelocity, 0);//我天还能用Set方法 _controller.Move(_characterVerticalDirection * Time.deltaTime); }
//坡道检测,返回移动方向 private Vector3 StopResetDirection(Vector3 moveDirection) { if (Physics.Raycast(transform.position + (transform.up * 5f), Vector3.down, out RaycastHit hit, _controller.height * .85f, (int)_whatisGround, QueryTriggerInteraction.Ignore)) { if (Vector3.Dot(Vector3.up, hit.normal) != 0)//说明在坡上,hit,normal是发现向量,其实我觉得这步检查没必要 { return moveDirection = Vector3.ProjectOnPlane(moveDirection, hit.normal); } } return moveDirection; }
protected void UpdateCharacterMoveDirection(Vector3 Direction) { movedirection = StopResetDirection(Direction); _controller.Move(movedirection * Time.deltaTime); } //这步没必要,只是方便我们检测。 private void OnDrawGizmos() { Vector3 detectionPosition = new Vector3(transform.position.x, transform.position.y - _characterOffset, transform.position.z); Gizmos.DrawWireSphere(detectionPosition, _detectionRange); }
} }
|
之后配置InputAction,把InputAction封装成一个单例,做我们的输入系统:
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| using Unity.VisualScripting; using UnityEngine;
public class GameInputMgr : SingleMono<GameInputMgr> { private GameInoutAction action; public Vector2 Movement => action.GameInput.Movement.ReadValue<Vector2>(); public Vector2 CameraLook => action.GameInput.CameraLook.ReadValue<Vector2>(); private bool isSpringPressed = false; public bool Spring { get { if (action.GameInput.Spring.triggered) { isSpringPressed = true; return true; } if (isSpringPressed && !action.GameInput.Spring.IsPressed()) // 检查是否松开 { isSpringPressed = false; return false; } return isSpringPressed; // 返回当前的按下状态 } } private void Awake() { action = new GameInoutAction(); } private void OnEnable() { action.Enable(); } private void OnDisable() { action.Disable(); } }
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然后写相机系统。我没有做相机碰撞检测(因为暂时用不到)
一个合格的相机,我们如何去设计呢?可以将相机分为位置更新和旋转更新,旋转更新通过鼠标移动、来改变相机xy旋转量。我们玩游戏时鼠标向上、相机反而往下看,这点需要注意。位置更新,设定好相机看向的物体、通过鼠标滚轮缩放改变距离。
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| using UnityEngine;
public class CameraController : MonoBehaviour { [SerializeField, Header("相机旋转速度")] private float rotateSpeed; [SerializeField, Header("相机平滑速度")] private float transformSpeed; [SerializeField, Header("相机限制距离")] private Vector2 cameraMaxDistace; [SerializeField, Header("相机上下角")] private Vector2 MaxAngle; [SerializeField, Header("相机平滑旋转时间")] private float smoothTime; [SerializeField, Header("看向物体")] private Transform LookObject; //相机输入 private Vector2 _input; private Vector3 currentVelocity = Vector3.zero; private Vector3 rotatePosition; private float cameraDistace;
private void Update() { CameraInput(); SetDistance(); } private void LateUpdate() { UpdateRotate(); UpdatePosition(); } private void CameraInput() { _input.x -= GameInputMgr.GetInstance().CameraLook.y * rotateSpeed; _input.y += GameInputMgr.GetInstance().CameraLook.x * rotateSpeed; _input.x = Mathf.Clamp(_input.x,MaxAngle.x,MaxAngle.y); }
private void UpdateRotate() { rotatePosition = Vector3.SmoothDamp(rotatePosition, new Vector3(_input.x, _input.y, 0f), ref currentVelocity,smoothTime); this.transform.eulerAngles = rotatePosition; }
private void SetDistance() { cameraDistace -= Input.GetAxis("Mouse ScrollWheel"); cameraDistace = Mathf.Clamp(cameraDistace, cameraMaxDistace.x, cameraMaxDistace.y); }
private void UpdatePosition() { Vector3 position = (LookObject.position + (-transform.forward * cameraDistace)); this.transform.position = Vector3.Lerp(this.transform.position , position, Time.deltaTime * transformSpeed); } }
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最后到我们写角色控制器的时候,按照思路如下写:
图片
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| using UnityEngine;
public class CameraController : MonoBehaviour { [SerializeField, Header("相机旋转速度")] private float rotateSpeed; [SerializeField, Header("相机平滑速度")] private float transformSpeed; [SerializeField, Header("相机限制距离")] private Vector2 cameraMaxDistace; [SerializeField, Header("相机上下角")] private Vector2 MaxAngle; [SerializeField, Header("相机平滑旋转时间")] private float smoothTime; [SerializeField, Header("看向物体")] private Transform LookObject; //相机输入 private Vector2 _input; private Vector3 currentVelocity = Vector3.zero; private Vector3 rotatePosition; private float cameraDistace;
private void Update() { CameraInput(); SetDistance(); } private void LateUpdate() { UpdateRotate(); UpdatePosition(); } private void CameraInput() { _input.x -= GameInputMgr.GetInstance().CameraLook.y * rotateSpeed; _input.y += GameInputMgr.GetInstance().CameraLook.x * rotateSpeed; _input.x = Mathf.Clamp(_input.x,MaxAngle.x,MaxAngle.y); }
private void UpdateRotate() { rotatePosition = Vector3.SmoothDamp(rotatePosition, new Vector3(_input.x, _input.y, 0f), ref currentVelocity,smoothTime); this.transform.eulerAngles = rotatePosition; }
private void SetDistance() { cameraDistace -= Input.GetAxis("Mouse ScrollWheel"); cameraDistace = Mathf.Clamp(cameraDistace, cameraMaxDistace.x, cameraMaxDistace.y); }
private void UpdatePosition() { Vector3 position = (LookObject.position + (-transform.forward * cameraDistace)); this.transform.position = Vector3.Lerp(this.transform.position , position, Time.deltaTime * transformSpeed); } }
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