• 热门专题

Unity3D游戏开发从零单排(六) 人物运动及攻击连击

作者:  发布日期:2014-06-12 20:55:24
Tag标签:单排  人物  
  • 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。虽然unity3d自带有charactorcontroller,但是并不是很好用,所以人物控制相关的全部自己来实现。先上效果图:

     

    场景搭建

    首先下载这个package,里面包含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,不用修改。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。

     

    接下来给摄像机添加一个天空盒组件,添加一个unity自带的天空盒就好。

    对于人物还要添加几个component:

     

    添加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,下面会说。

     

    角色行走

    思路很简单,通过wasd获得行走的方向,然后对应控制角色的位移就可以了,不过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函数来根据角色的状态播放对应的动画

     

     

    	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函数中添加对应的逻辑函数:

     

     

    	// Update is called once per frame
    	void Update () {
    
    		float h = Input.GetAxis("Horizontal");  
    		float v = Input.GetAxis("Vertical");  
    		MovementManagement (h, v);
    		Animate ();
    	}

     

    MovementManagement函数就是根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(参考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);
    	}

    由于这里是简单的平地,所以处理起来比较简单。当需要控制角色在复杂的地形上行走的时候,比如山川丘陵,就需要角色在Y方变化了。这个时候只需要勾选角色的rigidbody component的 use gravity,然后限制rigidbody的x,z方向的移动了,x,z方向的移动要完全靠脚本来处理。

     

     

    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,如果玩家继续按的话就进入第二招,依次类推,如果中途停下的话,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,代码实现如下:

     

    	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)
    		}
    
    	}


     

    运行一下,就可以实现最开始的那个效果了。

     

About IT165 - 广告服务 - 隐私声明 - 版权申明 - 免责条款 - 网站地图 - 网友投稿 - 联系方式
本站内容来自于互联网,仅供用于网络技术学习,学习中请遵循相关法律法规