Unity3D游戏开发从零单排(六)

提要

今天要实现的是一个简单人物控制器。

包括用w,a,s,d来控制人物上下左右跑动,鼠标左击发出连招,都是基于老的lagacy的动画。尽管unity3d自带有charactorcontroller,可是并非非常好用,所以人物控制相关的所有自己来实现。先上效果图:



场景搭建

首先下载这个package,里面包括了人物的动作还有地面的模型。

将人物和地面都拖进场景中。这里的模型默认的动画模式是lagacy,不用改动。模型有点偏小,改变模型的scale值为10.最好不要改源文件的scale的scale factor。可能会出现骨骼错位的问题。



接下来给摄像机加入一个天空盒组件,加入一个unity自带的天空盒就好。

对于人物还要加入几个component:


加入Rigdbody来控制人物,选择IsKinematic,这样角色就不会被外力影响。加了CapsuleCollider让角色 不掉下去。

HeroController用来控制角色的运动和打斗。以下会说。


角色行走

思路非常easy,通过wasd获得行走的方向,然后相应控制角色的位移就能够了,只是在变向的时候要注意角色的平滑转身。

首先定义 一个 枚举变量,为角色可能的状态。

	public enum ActionState
	{
		Attack_1,
		Attack_2,
		Attack_3_1,
		Attack_3_2,
		Attack_3_3,
		Attack_4,
		Fire,
		Jump,
		Run,
		Idle
	}
	private ActionState actionState = ActionState.Idle;

Animate函数来依据角色的状态播放相应的动画

	void Animate()
	{
		float delayTime = -0.1f;

		switch (actionState) {
		case ActionState.Attack_3_1:
			delayTime = -0.1f;
			playerAnimation.CrossFade("Attack3-1", 0.15f);
			currentAnimationClip = playerAnimation["Attack3-1"].clip;
			break;
		case ActionState.Attack_3_2:
			delayTime = -0.1f;
			playerAnimation.CrossFade("Attack3-2", 0.15f);
			currentAnimationClip = playerAnimation["Attack3-2"].clip;
			break;
		case ActionState.Attack_3_3:
			delayTime = -0.1f;
			playerAnimation.CrossFade("Attack3-3", 0.15f);
			currentAnimationClip = playerAnimation["Attack3-3"].clip;
			break;
		case ActionState.Attack_4:
			delayTime = -0.1f;
			playerAnimation.CrossFade("Attack4", 0.15f);
			currentAnimationClip = playerAnimation["Attack4"].clip;
			break;
		case ActionState.Idle:
			playerAnimation.CrossFade("Idle", 0.35f);
			currentAnimationClip = playerAnimation["Idle"].clip;
			break;
		case ActionState.Jump:
			playerAnimation.CrossFade("Jump", 0.15f);
			currentAnimationClip = playerAnimation["Jump"].clip;
			break;
		case ActionState.Run:
			playerAnimation.CrossFade("Run", 0.15f);
			currentAnimationClip = playerAnimation["Run"].clip;
			break;
		case ActionState.Fire:
			playerAnimation.CrossFade("Fire", 0.15f);
			currentAnimationClip = playerAnimation["Fire"].clip;
			break;
		default: break;
		}
		//Switch to default if an animation is almost over
		if (playerAnimation[currentAnimationClip.name].time > (playerAnimation[currentAnimationClip.name].length + delayTime)){
			actionState = ActionState.Idle;
			currentAnimationClip = playerAnimation["Idle"].clip;
		}
	}

在update函数中加入相应的逻辑函数:

	// Update is called once per frame
	void Update () {

		float h = Input.GetAxis("Horizontal");  
		float v = Input.GetAxis("Vertical");  
		MovementManagement (h, v);
		Animate ();
	}

MovementManagement函数就是依据输入处理角色行走的

	void MovementManagement(float horizontal, float vertical)
	{
		if(horizontal != 0f || vertical != 0f)
		{
			Rotating(horizontal, vertical);
			actionState = ActionState.Run;
			moveDirection = new Vector3(horizontal, 0.0f, vertical);
			rigidbody.MovePosition(rigidbody.position + speed * moveDirection * Time.deltaTime);
		}
	}

平滑转身函数(參考Unity官网的toturial)

void Rotating(float horizontal, float vertival)
	{
		Vector3 targetDirection = new Vector3 (horizontal, 0f, vertival);
		// Create a rotation based on this new vector assuming that up is the global y axis.
		Quaternion targetRotation = Quaternion.LookRotation(targetDirection, Vector3.up);
		
		// Create a rotation that is an increment closer to the target rotation from the player's rotation.
		Quaternion newRotation = Quaternion.Lerp(rigidbody.rotation, targetRotation, turnSmoothing * Time.deltaTime);
		
		// Change the players rotation to this new rotation.
		rigidbody.MoveRotation(newRotation);
	}

因为这里是简单的平地,所以处理起来比較简单。当须要控制角色在复杂的地形上行走的时候,比方山川丘陵,就须要角色在Y方变化了。这个时候仅仅须要勾选角色的rigidbody component的 use gravity。然后限制rigidbody的x。z方向的移动了,x,z方向的移动要全然靠脚本来处理。


角色连击

首先来思考一下逻辑。

角色初始值状态是Idle。此时按下攻击。发连招的第一招,假设玩家继续按的话就进入第二招,依次类推,假设中途停下的话,就还是回到Idle状态。这是最简单的单线连招的逻辑,没有考虑打断,多连等情况,代码实现例如以下:

	void AttackLogic()
	{
		if (Input.GetButtonDown ("Fire1")) 
		{
			if(actionState != ActionState.Attack_3_1 && actionState != ActionState.Attack_3_2
			   && actionState != ActionState.Attack_3_3&& actionState != ActionState.Attack_4)
			{
				Debug.Log ("Fire");
				actionState = ActionState.Attack_3_1;
			}
			else if(actionState == ActionState.Attack_3_1 && playerAnimation[currentAnimationClip.name].time > 1.0f)
			{
				actionState = ActionState.Attack_3_2;
			}
			else if(actionState == ActionState.Attack_3_2 && playerAnimation[currentAnimationClip.name].time > 1.0f)
			{
				actionState = ActionState.Attack_3_3;
			}
			else if(actionState == ActionState.Attack_3_3 && playerAnimation[currentAnimationClip.name].time > 1.0f)
			{
				actionState = ActionState.Attack_4;
			}
			/*else if(actionState == ActionState.Attack_3 && playerAnimation[currentAnimationClip.name].time > 2.0f)
			{
				actionState = ActionState.Idle;
			}*/
				
		}
		else if(Input.GetButtonDown ("Jump"))
		{
			actionState = ActionState.Jump;
		}
		else if(Input.GetButtonDown ("Fire2"))
		{
			actionState = ActionState.Fire;
			
			//if (currentSkill==null)
		}

	}


执行一下,就能够实现最開始的那个效果了。


參考

Unity3d toturial - Stealth

原文地址:https://www.cnblogs.com/ldxsuanfa/p/10018684.html