任务:针对上次答辩的反馈更新内容

子任务:添加马尾马头部分的运动
马头:
(1.当马普通步行,根据右摇杆的输入把输入向量到Right向量的角度(0~360度)映射到0~1,然后用IK控制马头上下摆动
(2.当马处于跳跃状态,解除(1.
(3.当马落地,让马头上下剧动一下
NG,这种方法太复杂!
我使用了一种延迟跟踪的方法,完美得解决了问题。现在马头的效果很棒!Good Job!
2.用同样的方法控制马尾
NG,马尾只有一节骨骼,无法使用马头的方法。采用类似最后一节马脚的方法,用速度对马尾骨骼角度插值
想了别的办法,CCD类的IK是可以指定一节骨骼的尝试
效果一般,但是聊胜于无
DONE
This commit is contained in:
Roman 2022-08-13 14:50:18 +08:00
parent a4323c1fdb
commit 0b868c35a3
3 changed files with 582 additions and 86 deletions

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View File

@ -44,6 +44,12 @@ public class Horse : MonoBehaviour
/// </summary>
[BoxGroup("必须绑定的物体")][Header("马脚Transform必须按照左前、右前、左后、右后的顺序绑定")]
public Transform[] footsTransform;
/// <summary>
/// 头部IK控制点
/// </summary>
[BoxGroup("必须绑定的物体")][Header("头部IK控制点")]
public Transform HeadControlPoint;
/// <summary>
/// 腿做圆周运动的半径
@ -124,6 +130,17 @@ public class Horse : MonoBehaviour
public Vector2 lastFrontFootRotationRange;
[BoxGroup("马的基本运动信息")][Header("最后一节马后脚的旋转区间")]
public Vector2 lastBackFootRotationRange;
[BoxGroup("马的基本运动信息")][Header("马头追踪速度")]
public float headSpeed;
[BoxGroup("马的基本运动信息")][Header("马尾追踪速度")]
public float tailSpeed;
[BoxGroup("马的基本运动信息")][Header("马尾旋转范围")]
public Vector2 horseTailRotationRange;
/// <summary>
/// 马尾骨骼
/// </summary>
[BoxGroup("必须绑定的物体")][Header("马尾IK控制点")]
public Transform tailControlPoint;
@ -301,6 +318,28 @@ public class Horse : MonoBehaviour
/// </summary>
private float footInputCharge = 0;
/// <summary>
/// 马头控制点的Pos应同步于此
/// </summary>
private Transform horseHeadDelay;
/// <summary>
/// 马头的默认位置
/// </summary>
private Transform horseHeadDefault;
/// <summary>
/// 马尾的控制点的Pos应同步于此
/// </summary>
private Transform horseTailDelay;
/// <summary>
/// 马尾的默认位置
/// </summary>
private Transform horseTailDefault;
void Start()
{
//初始化
@ -327,6 +366,11 @@ public class Horse : MonoBehaviour
CaculateLastFootRotation();
//跳跃检测和物理实现
if(horseState == HorseState.Jump) CheckJump();
//让马头控制点运动
MoveHorseHead();
//让马尾根据马刚体速度运动
MoveHorseTail();
}
//更新一些数据
UpdateDataLate();
@ -336,6 +380,41 @@ public class Horse : MonoBehaviour
CaculateFootInputCharge();
}
void MoveHorseTail(){
Vector2 dir = horseTailDefault.position - horseTailDelay.position;
Vector2 horseV = horseRig.velocity;
dir = new Vector2(
dir.x * 0.05f,
dir.y * 0.05f
);
horseTailDelay.position += new Vector3(
dir.x * Time.deltaTime * tailSpeed,
dir.y * Time.deltaTime * tailSpeed,
0
);
tailControlPoint.position = horseTailDelay.position;
}
void MoveHorseHead(){
Vector2 dir = horseHeadDefault.position - horseHeadDelay.position;
Vector2 horseV = horseRig.velocity;
dir = new Vector2(
dir.x += horseV.x * 0.05f,
dir.y -= horseV.x*0.05f
);
horseHeadDelay.position += new Vector3(
dir.x * Time.deltaTime * headSpeed,
dir.y * Time.deltaTime * headSpeed,
0
);
HeadControlPoint.position = horseHeadDelay.position;
}
void CaculateLastFootRotation(){
for(int i = 0; i < 4; i++){
//用脚底深度减去马足深度ABS。得到一个Progress
@ -344,7 +423,7 @@ public class Horse : MonoBehaviour
float progress = Mathf.Abs(footBottle - footY) / (2*footMoveRadius);
//if(i == 1) Debug.Log("左前脚Progress" + progress);
Vector2 lastFootRotationRange = (i < 2) ? lastFrontFootRotationRange : lastBackFootRotationRange;
//插值
//插值,让最后一节马脚弯曲
foots[i].lastFootTransform.rotation = Quaternion.Euler(
0,0,
Mathf.Lerp(
@ -625,6 +704,15 @@ public class Horse : MonoBehaviour
for(int i = 0; i < 4; i++){
foots[i].lastFootTransform = lastFoots[i];
}
//
horseHeadDelay = GameObject.Find("马头IK延迟不可改名").transform;
horseHeadDefault = transform.Find("马头默认位置(不可改名)");
//
//tailBone = transform.Find("bone_10");
horseTailDelay = GameObject.Find("马尾IK延迟不可改名").transform;
horseTailDefault = transform.Find("马尾默认位置(不可改名)");
}
/// <summary>

View File

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snapCorner: 3
id: Tool Settings
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id: unity-scene-view-toolbar
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m_Value: 7.219205
m_Ortho:
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@ -726,10 +726,10 @@ MonoBehaviour:
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m_SceneHierarchy:
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