From 0b868c35a32ea631e1046a4eaa1bb439514efb5c Mon Sep 17 00:00:00 2001 From: Roman <1325980292@qq.com> Date: Sat, 13 Aug 2022 14:50:18 +0800 Subject: [PATCH] =?UTF-8?q?=E4=BB=BB=E5=8A=A1=EF=BC=9A=E9=92=88=E5=AF=B9?= =?UTF-8?q?=E4=B8=8A=E6=AC=A1=E7=AD=94=E8=BE=A9=E7=9A=84=E5=8F=8D=E9=A6=88?= =?UTF-8?q?=E6=9B=B4=E6=96=B0=E5=86=85=E5=AE=B9?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit 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 --- Assets/勍/场景/骨骼测试场景.unity | 506 ++++++++++++++++++++++--- Assets/勍/脚本/Horse.cs | 90 ++++- UserSettings/Layouts/default-2021.dwlt | 72 ++-- 3 files changed, 582 insertions(+), 86 deletions(-) diff --git a/Assets/勍/场景/骨骼测试场景.unity b/Assets/勍/场景/骨骼测试场景.unity index 9423df5..4283e77 100644 --- a/Assets/勍/场景/骨骼测试场景.unity +++ b/Assets/勍/场景/骨骼测试场景.unity @@ -534,7 +534,7 @@ Transform: m_Children: - {fileID: 1144772960} m_Father: {fileID: 7041908448190107004} - m_RootOrder: 19 + m_RootOrder: 21 m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} --- !u!114 &274276195 MonoBehaviour: @@ -568,6 +568,37 @@ MonoBehaviour: - {x: 0, y: 0, z: 0, w: 0} - {x: 0, y: 0, z: 0, w: 0} m_Flip: 0 +--- !u!1 &282773098 +GameObject: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + serializedVersion: 6 + m_Component: + - 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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)"); } /// diff --git a/UserSettings/Layouts/default-2021.dwlt b/UserSettings/Layouts/default-2021.dwlt index d3f30f3..c77a2ea 100644 --- a/UserSettings/Layouts/default-2021.dwlt +++ b/UserSettings/Layouts/default-2021.dwlt @@ -121,7 +121,7 @@ MonoBehaviour: m_MinSize: {x: 400, y: 200} m_MaxSize: {x: 32384, y: 16192} vertical: 0 - controlID: 21 + controlID: 78 --- !u!114 &6 MonoBehaviour: m_ObjectHideFlags: 52 @@ -146,7 +146,7 @@ MonoBehaviour: m_MinSize: {x: 100, y: 200} m_MaxSize: {x: 8096, y: 16192} vertical: 1 - 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m_Value: {x: -8.06534, y: 6.497139, z: -0.22087887} + m_Value: {x: -6.1093216, y: 0.54522, z: -0.19162053} m_RenderMode: 0 m_CameraMode: drawMode: 0 @@ -669,9 +669,9 @@ MonoBehaviour: speed: 2 m_Value: {x: 0, y: 0, z: 0, w: 1} m_Size: - m_Target: 15.144942 + m_Target: 7.219205 speed: 2 - m_Value: 14.492767 + m_Value: 7.219205 m_Ortho: m_Target: 1 speed: 2 @@ -726,10 +726,10 @@ MonoBehaviour: m_SaveData: [] m_SceneHierarchy: m_TreeViewState: - scrollPos: {x: 0, y: 0} - m_SelectedIDs: - m_LastClickedID: 0 - m_ExpandedIDs: 0abbffff38bdffff6ec1ffffd4c4ffff9ec9ffff50ceffff30ecffff34ecffff3cecffff40ecffff4cecffff50ecffff58ecffff5cecffff68ecffffececffffb2eeffffbceeffffd0eeffffd2eeffffe8eeffff0efbffffae780000ce780000 + scrollPos: {x: 0, y: 87.20001} + m_SelectedIDs: 7e790000 + m_LastClickedID: 31102 + m_ExpandedIDs: 00f4ffff0efbffff0e7700007a7900007e790000c6790000ce790000de790000 m_RenameOverlay: m_UserAcceptedRename: 0 m_Name: @@ -745,7 +745,7 @@ MonoBehaviour: m_IsRenaming: 0 m_OriginalEventType: 11 m_IsRenamingFilename: 0 - m_ClientGUIView: {fileID: 9} + m_ClientGUIView: {fileID: 7} m_SearchString: m_ExpandedScenes: [] m_CurrenRootInstanceID: 0 @@ -807,9 +807,9 @@ MonoBehaviour: m_IsLocked: 0 m_FolderTreeState: scrollPos: {x: 0, y: 0} - m_SelectedIDs: 467c0000 - m_LastClickedID: 31814 - m_ExpandedIDs: 00000000227c0000247c0000267c0000287c00002a7c00002c7c00002e7c0000 + m_SelectedIDs: 067b0000 + m_LastClickedID: 31494 + m_ExpandedIDs: 00000000d67a0000d87a0000da7a0000dc7a0000de7a0000e07a0000e27a0000 m_RenameOverlay: m_UserAcceptedRename: 0 m_Name: @@ -837,7 +837,7 @@ MonoBehaviour: scrollPos: {x: 0, y: 0} m_SelectedIDs: m_LastClickedID: 0 - m_ExpandedIDs: 00000000227c0000247c0000267c0000287c00002a7c00002c7c00002e7c0000 + m_ExpandedIDs: 00000000d67a0000d87a0000da7a0000dc7a0000de7a0000e07a0000e27a0000 m_RenameOverlay: m_UserAcceptedRename: 0 m_Name: @@ -928,7 +928,7 @@ MonoBehaviour: m_ControlHash: -371814159 m_PrefName: Preview_InspectorPreview m_LastInspectedObjectInstanceID: -1 - m_LastVerticalScrollValue: 0 + m_LastVerticalScrollValue: 1350 m_GlobalObjectId: m_InspectorMode: 0 m_LockTracker: