任务:搭建基本玩法

1.让马可以跳跃
(1.测试,如果我给马的刚体一个(1,1)的力代表跳跃,是否可行?
Good Job!通过测试,可以通过给力的方式使马整体起飞,而且控制点和马蹄都会随之起飞,是理想的状态。
(2.让马并拢每一组腿,当按住某键,使该组腿并拢,也就是消除输入偏差。当松开键,重新设置输入偏差,使双腿分开。
DONE
(3.从输入中获取信息,当两腿均并拢,进入跳跃模式,否则离开跳跃模式,在跳跃模式下,如何通过输入计算出应该给出多大、哪个方向的的跳跃力是核心和难点
(4.马脚和马脚的控制点很难控制,数据也经常抖动,我不想通过这两个变量来计算跳跃的力。我打算直接通过输入值判断
(5.尝试:首先,若处于跳跃模式,每帧记录上一帧输入,并计算一个瞬时速度,当瞬时速度的y大于0,也就代表此时腿在上升,在预备,不考虑。若瞬时速度的y小于0,说明腿开始下降,可能会跳起。此时判断此瞬时速度的模长是否大于某个阈值,若是,进入戒备状态,此后的若干帧后,有任何一帧再低于阈值,说明输入结束,输出最后的速度,并给予马刚体。若此时瞬时速度的模长小于阈值
,说明太慢,不记录。在这个戒备状态中的每一帧,需要记录瞬时速度,并累计影响,最终经过乘以调整值、取反(因为是相对作用)操作,得到需要赋予马的力,然后把力赋给马刚体,完成一次跳跃
(6.Good!初步尝试有效。在马着地后,重置跳跃状态,即可完成循环,开始下一次跳跃。

至此,马基本可以跳跃,但是手感极差,并且键鼠几乎没有操作空间,需要后续进一步优化……
This commit is contained in:
Roman 2022-07-26 00:00:56 +08:00
parent 718deb06d1
commit 7bbfa625a0
16 changed files with 1885 additions and 455 deletions

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Sirenix.OdinInspector;
public class DebugHelper : MonoBehaviour
{
[Header("给多大的力")]
public float strength;
void Update()
{
// 按下上方向键给马刚体一个右上角的力
if(Input.GetKeyDown(KeyCode.UpArrow))
{
Debug.Log("Up");
GameObject.Find("马").GetComponent<Rigidbody2D>().AddForce(new Vector2(1,1) * strength,ForceMode2D.Impulse);
}
// 按下R重启场景
if(Input.GetKeyDown(KeyCode.R))
{
Debug.Log("R");
UnityEngine.SceneManagement.SceneManager.LoadScene(0);
}
}
}

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@ -75,6 +75,30 @@ public class Horse : MonoBehaviour
[BoxGroup("马的基本运动信息")][Header("马蹄供力有效范围")]
public float effectiveDistance;
public enum FootType { Front, Back }
/// <summary>
/// 马状态Stand代表无输入Move为有输入着地行走Jump为跳跃当两对足均并拢时进入
/// </summary>
public enum HorseState { Stand, Move, Jump}
/// <summary>
/// 单次跳跃过程中的状态量,Ready表示还没开始累计最终力Charge表示已经开始蓄力jump表示已经触发跳跃
/// </summary>
public enum JumpState { Ready, Charging, Jump }
/// <summary>
/// 跳跃判定阈值,只有输入的变化大于该值才会触发跳跃的蓄力
/// </summary>
[BoxGroup("马的基本运动信息")][Header("马跳跃蓄力阈值")]
public float jumpChargeThreshold;
/// <summary>
/// 马跳跃力度
/// </summary>
[BoxGroup("马的基本运动信息")][Header("马跳跃力度")]
public float jumpForce;
@ -156,6 +180,16 @@ public class Horse : MonoBehaviour
/// </summary>
private Vector2 inputBackVector;
/// <summary>
/// 前一帧的前马脚输入向量
/// </summary>
private Vector2 previousInputFrontVector;
/// <summary>
/// 前一帧的后马脚输入向量
/// </summary>
private Vector2 previousInputBackVector;
/// <summary>
/// 原重力尺度在Start中通过随意一条腿的刚体获取
@ -172,6 +206,36 @@ public class Horse : MonoBehaviour
/// </summary>
private Rigidbody2D horseRig;
/// <summary>
/// 四条腿分别对输入偏差多少,但是是原始值,不会改变,用于还原并拢的脚
/// </summary>
private Vector2[] oriFootOffestOfInput;
/// <summary>
/// 马此时的状态
/// </summary>
private HorseState horseState;
/// <summary>
/// 此时前腿并拢着吗?
/// </summary>
private bool isFrontFootMerged = false;
/// <summary>
/// 此时后腿并拢着吗?
/// </summary>
private bool isBackFootMerged = false;
/// <summary>
/// 此时的跳跃状态
/// </summary>
private JumpState jumpState = JumpState.Ready;
/// <summary>
/// 跳跃蓄力的速度
/// </summary>
private Vector2 jumpChargeVelocity;
void Start()
{
@ -185,14 +249,106 @@ public class Horse : MonoBehaviour
void Update()
{
//更新一些数据
UpdateDataEarly();
//计算马脚目标位置
CaculateTargetPosition();
//让马脚朝着目标移动
MoveFoot();
//让马整体运动
MoveHorse();
//跳跃检测和物理实现
if(horseState == HorseState.Jump) CheckJump();
//更新一些数据
UpdateData();
UpdateDataLate();
}
private void Jump()
{
jumpState = JumpState.Jump;
Vector2 jumpVelocity = jumpChargeVelocity * jumpForce * -1 * new Vector2(1.5f,1.5f);
if(jumpVelocity.magnitude > 30f) jumpVelocity *= 0.1f;
Debug.Log("Jump Velocity: " + jumpVelocity);
horseRig.velocity += jumpVelocity;
jumpChargeVelocity = Vector2.zero;
}
/// <summary>
/// 在跳跃状态时每帧执行,用于检测跳跃和实现跳跃的物理
/// </summary>
private void CheckJump()
{
//通过本帧输入向量减上一帧输入向量得到一个瞬时速度
Vector2 frontInstantaneousSpeed = inputFrontVector - previousInputFrontVector;
Vector2 backInstantaneousSpeed = inputBackVector - previousInputBackVector;
//如果任意一组的y大于0说明在上升不考虑它的跳跃
if(frontInstantaneousSpeed.y > 0 || backInstantaneousSpeed.y > 0) return;
else
{
//此时双腿在下降,开始检测跳跃蓄力
//首先看前后腿输入变化的瞬时速度的模长和是否大于蓄力标准
if(frontInstantaneousSpeed.magnitude + backInstantaneousSpeed.magnitude > jumpChargeThreshold)
{
//若输入的瞬时速度大于蓄力标准时,看马的跳跃状态,若处于准备态,则转移至蓄力态
if(jumpState == JumpState.Ready) jumpState = JumpState.Charging;
//若已处于蓄力态,累计力大小
if(jumpState == JumpState.Charging)
{
jumpChargeVelocity += (frontInstantaneousSpeed + backInstantaneousSpeed);
}
}
else
{
//若输入的瞬时速度小于蓄力标准时,看马的跳跃状态,若处于蓄力态,则触发跳跃
if(jumpState == JumpState.Charging) Jump();
}
}
}
/// <summary>
/// 在Update之前更新一些数据
/// </summary>
private void UpdateDataEarly()
{
//判断是否两腿均并拢若是进入跳跃状态否则设置为Stand状态
if (isFrontFootMerged && isBackFootMerged) horseState = HorseState.Jump;
else horseState = HorseState.Stand;
Debug.Log("jumpState = " + jumpState);
}
/// <summary>
/// 使马并拢输入的双腿,
/// </summary>
public void MergeFoot(FootType type)
{
//根据输入的组类型,判断需要更改偏移值的是那一个索引下的脚
int index = type == FootType.Front ? 1 : 3;
footOffestOfInput[index] = Vector2.zero;
if(type == FootType.Front) isFrontFootMerged = true;
else isBackFootMerged = true;
}
/// <summary>
/// 恢复输入的并拢的双腿至有偏移状态
/// </summary>
/// <param name="type">需要恢复的是哪一组腿</param>
public void RecoverFoot(FootType type)
{
//根据输入的组类型,判断需要更改偏移值的是那一个索引下的脚
int index = type == FootType.Front ? 1 : 3;
footOffestOfInput[index] = oriFootOffestOfInput[index];
if(type == FootType.Front) isFrontFootMerged = false;
else isBackFootMerged = false;
}
/// <summary>
@ -241,7 +397,7 @@ public class Horse : MonoBehaviour
//减弱y轴的影响不要让马在平地上起飞
v *= new Vector2(1,0.2f);
Debug.Log(v);
// Debug.Log(v);
//如果模长超过5那必是触发了什么逆天Bug会导致马起飞需要避免这些错误
if(v.magnitude > 10f) v = Vector2.zero;
@ -250,18 +406,25 @@ public class Horse : MonoBehaviour
horseRig.velocity += v;
}
private void UpdateData()
private void UpdateDataLate()
{
//更新四足的上帧位置
for(int i = 0; i < 4; i++)
foots[i].footPreviousPosition = foots[i].footRealTransform.position;
//更新上帧输入
previousInputFrontVector = inputFrontVector;
previousInputBackVector = inputBackVector;
}
void Init()
{
foots = new foot[4];
oriFootOffestOfInput = new Vector2[4];
footBoxColliders = new BoxCollider2D[4];
for(int i = 0; i < 4; i++) foots[i].footPreviousPosition = transform.position;
for(int i = 0; i < 4; i++) oriFootOffestOfInput[i] = footOffestOfInput[i];
horseState = HorseState.Stand;
}
@ -392,5 +555,15 @@ public class Horse : MonoBehaviour
public void SetInputBackVector(Vector2 input) => inputBackVector = input;
//撞击地面后,修改跳跃状态
void OnCollisionEnter2D(Collision2D collision)
{
if(collision.gameObject.tag == "Ground")
{
jumpState = JumpState.Ready;
}
}
}

View File

@ -29,11 +29,19 @@ public class Player : MonoBehaviour
private void InputBinding()
{
//新建了一个操控类的实例,小心多个操控类实例的坑!这个东西不会自动销毁
playerC = new PlayerC();
//绑定基本移动相关的事件
playerC.GamePlay.MoveFrontFoot.performed += ctx => horse.SetInputFrontVector(ctx.ReadValue<Vector2>());
playerC.GamePlay.MoveBackFoot.performed += ctx => horse.SetInputBackVector(ctx.ReadValue<Vector2>());
playerC.GamePlay.MoveFrontFoot.canceled += ctx => horse.SetInputFrontVector(Vector2.zero);
playerC.GamePlay.MoveBackFoot.canceled += ctx => horse.SetInputBackVector(Vector2.zero);
//绑定并拢腿的相关事件
playerC.GamePlay.MergeBackFoot.started += ctx => horse.MergeFoot(Horse.FootType.Back);
playerC.GamePlay.MergeBackFoot.canceled += ctx => horse.RecoverFoot(Horse.FootType.Back);
playerC.GamePlay.MergeFrontFoot.started += ctx => horse.MergeFoot(Horse.FootType.Front);
playerC.GamePlay.MergeFrontFoot.canceled += ctx => horse.RecoverFoot(Horse.FootType.Front);
playerC.GamePlay.Enable();
}

View File

@ -44,6 +44,24 @@ public partial class @PlayerC : IInputActionCollection2, IDisposable
""processors"": """",
""interactions"": """",
""initialStateCheck"": true
},
{
""name"": ""MergeBackFoot"",
""type"": ""Button"",
""id"": ""8288e092-59fe-4ec2-8cf0-6405751e4d50"",
""expectedControlType"": ""Button"",
""processors"": """",
""interactions"": """",
""initialStateCheck"": false
},
{
""name"": ""MergeFrontFoot"",
""type"": ""Button"",
""id"": ""dff57601-4077-445d-880b-15d1f6794338"",
""expectedControlType"": ""Button"",
""processors"": """",
""interactions"": """",
""initialStateCheck"": false
}
],
""bindings"": [
@ -266,6 +284,50 @@ public partial class @PlayerC : IInputActionCollection2, IDisposable
""action"": ""MoveFrontFoot"",
""isComposite"": false,
""isPartOfComposite"": true
},
{
""name"": """",
""id"": ""6473b7f1-d103-4c52-83b5-111733afdc6d"",
""path"": ""<Gamepad>/leftShoulder"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""MergeBackFoot"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": """",
""id"": ""98454c00-038e-4008-91b0-21098bc7423c"",
""path"": ""<Keyboard>/shift"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""MergeBackFoot"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": """",
""id"": ""ec93b4c2-ff5d-4c0f-bcf7-ea1788cabb6f"",
""path"": ""<Gamepad>/rightShoulder"",
""interactions"": """",
""processors"": """",
""groups"": ""GamePlay"",
""action"": ""MergeFrontFoot"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": """",
""id"": ""615c7cea-f9d0-458c-a7e1-04a9ee39a068"",
""path"": ""<Keyboard>/space"",
""interactions"": """",
""processors"": """",
""groups"": ""GamePlay"",
""action"": ""MergeFrontFoot"",
""isComposite"": false,
""isPartOfComposite"": false
}
]
}
@ -293,6 +355,8 @@ public partial class @PlayerC : IInputActionCollection2, IDisposable
m_GamePlay = asset.FindActionMap("GamePlay", throwIfNotFound: true);
m_GamePlay_MoveBackFoot = m_GamePlay.FindAction("MoveBackFoot", throwIfNotFound: true);
m_GamePlay_MoveFrontFoot = m_GamePlay.FindAction("MoveFrontFoot", throwIfNotFound: true);
m_GamePlay_MergeBackFoot = m_GamePlay.FindAction("MergeBackFoot", throwIfNotFound: true);
m_GamePlay_MergeFrontFoot = m_GamePlay.FindAction("MergeFrontFoot", throwIfNotFound: true);
}
public void Dispose()
@ -354,12 +418,16 @@ public partial class @PlayerC : IInputActionCollection2, IDisposable
private IGamePlayActions m_GamePlayActionsCallbackInterface;
private readonly InputAction m_GamePlay_MoveBackFoot;
private readonly InputAction m_GamePlay_MoveFrontFoot;
private readonly InputAction m_GamePlay_MergeBackFoot;
private readonly InputAction m_GamePlay_MergeFrontFoot;
public struct GamePlayActions
{
private @PlayerC m_Wrapper;
public GamePlayActions(@PlayerC wrapper) { m_Wrapper = wrapper; }
public InputAction @MoveBackFoot => m_Wrapper.m_GamePlay_MoveBackFoot;
public InputAction @MoveFrontFoot => m_Wrapper.m_GamePlay_MoveFrontFoot;
public InputAction @MergeBackFoot => m_Wrapper.m_GamePlay_MergeBackFoot;
public InputAction @MergeFrontFoot => m_Wrapper.m_GamePlay_MergeFrontFoot;
public InputActionMap Get() { return m_Wrapper.m_GamePlay; }
public void Enable() { Get().Enable(); }
public void Disable() { Get().Disable(); }
@ -375,6 +443,12 @@ public partial class @PlayerC : IInputActionCollection2, IDisposable
@MoveFrontFoot.started -= m_Wrapper.m_GamePlayActionsCallbackInterface.OnMoveFrontFoot;
@MoveFrontFoot.performed -= m_Wrapper.m_GamePlayActionsCallbackInterface.OnMoveFrontFoot;
@MoveFrontFoot.canceled -= m_Wrapper.m_GamePlayActionsCallbackInterface.OnMoveFrontFoot;
@MergeBackFoot.started -= m_Wrapper.m_GamePlayActionsCallbackInterface.OnMergeBackFoot;
@MergeBackFoot.performed -= m_Wrapper.m_GamePlayActionsCallbackInterface.OnMergeBackFoot;
@MergeBackFoot.canceled -= m_Wrapper.m_GamePlayActionsCallbackInterface.OnMergeBackFoot;
@MergeFrontFoot.started -= m_Wrapper.m_GamePlayActionsCallbackInterface.OnMergeFrontFoot;
@MergeFrontFoot.performed -= m_Wrapper.m_GamePlayActionsCallbackInterface.OnMergeFrontFoot;
@MergeFrontFoot.canceled -= m_Wrapper.m_GamePlayActionsCallbackInterface.OnMergeFrontFoot;
}
m_Wrapper.m_GamePlayActionsCallbackInterface = instance;
if (instance != null)
@ -385,6 +459,12 @@ public partial class @PlayerC : IInputActionCollection2, IDisposable
@MoveFrontFoot.started += instance.OnMoveFrontFoot;
@MoveFrontFoot.performed += instance.OnMoveFrontFoot;
@MoveFrontFoot.canceled += instance.OnMoveFrontFoot;
@MergeBackFoot.started += instance.OnMergeBackFoot;
@MergeBackFoot.performed += instance.OnMergeBackFoot;
@MergeBackFoot.canceled += instance.OnMergeBackFoot;
@MergeFrontFoot.started += instance.OnMergeFrontFoot;
@MergeFrontFoot.performed += instance.OnMergeFrontFoot;
@MergeFrontFoot.canceled += instance.OnMergeFrontFoot;
}
}
}
@ -402,5 +482,7 @@ public partial class @PlayerC : IInputActionCollection2, IDisposable
{
void OnMoveBackFoot(InputAction.CallbackContext context);
void OnMoveFrontFoot(InputAction.CallbackContext context);
void OnMergeBackFoot(InputAction.CallbackContext context);
void OnMergeFrontFoot(InputAction.CallbackContext context);
}
}

View File

@ -22,6 +22,24 @@
"processors": "",
"interactions": "",
"initialStateCheck": true
},
{
"name": "MergeBackFoot",
"type": "Button",
"id": "8288e092-59fe-4ec2-8cf0-6405751e4d50",
"expectedControlType": "Button",
"processors": "",
"interactions": "",
"initialStateCheck": false
},
{
"name": "MergeFrontFoot",
"type": "Button",
"id": "dff57601-4077-445d-880b-15d1f6794338",
"expectedControlType": "Button",
"processors": "",
"interactions": "",
"initialStateCheck": false
}
],
"bindings": [
@ -244,6 +262,50 @@
"action": "MoveFrontFoot",
"isComposite": false,
"isPartOfComposite": true
},
{
"name": "",
"id": "6473b7f1-d103-4c52-83b5-111733afdc6d",
"path": "<Gamepad>/leftShoulder",
"interactions": "",
"processors": "",
"groups": "",
"action": "MergeBackFoot",
"isComposite": false,
"isPartOfComposite": false
},
{
"name": "",
"id": "98454c00-038e-4008-91b0-21098bc7423c",
"path": "<Keyboard>/shift",
"interactions": "",
"processors": "",
"groups": "",
"action": "MergeBackFoot",
"isComposite": false,
"isPartOfComposite": false
},
{
"name": "",
"id": "ec93b4c2-ff5d-4c0f-bcf7-ea1788cabb6f",
"path": "<Gamepad>/rightShoulder",
"interactions": "",
"processors": "",
"groups": "GamePlay",
"action": "MergeFrontFoot",
"isComposite": false,
"isPartOfComposite": false
},
{
"name": "",
"id": "615c7cea-f9d0-458c-a7e1-04a9ee39a068",
"path": "<Keyboard>/space",
"interactions": "",
"processors": "",
"groups": "GamePlay",
"action": "MergeFrontFoot",
"isComposite": false,
"isPartOfComposite": false
}
]
}

View File

@ -0,0 +1,17 @@
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@ -0,0 +1,16 @@
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@ -0,0 +1,6 @@
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View File

@ -163,7 +163,8 @@ PlayerSettings:
resolutionScalingMode: 0
androidSupportedAspectRatio: 1
androidMaxAspectRatio: 2.1
applicationIdentifier: {}
applicationIdentifier:
Standalone: com.DefaultCompany.------
buildNumber:
Standalone: 0
iPhone: 0
@ -562,8 +563,8 @@ PlayerSettings:
apiCompatibilityLevelPerPlatform: {}
m_RenderingPath: 1
m_MobileRenderingPath: 1
metroPackageName: 2D_URP
metroPackageVersion:
metroPackageName: 2DURP
metroPackageVersion: 1.0.0.0
metroCertificatePath:
metroCertificatePassword:
metroCertificateSubject:
@ -571,7 +572,7 @@ PlayerSettings:
metroCertificateNotAfter: 0000000000000000
metroApplicationDescription: 2D_URP
wsaImages: {}
metroTileShortName:
metroTileShortName: "\u8D5B\u9A6C"
metroTileShowName: 0
metroMediumTileShowName: 0
metroLargeTileShowName: 0
@ -630,7 +631,7 @@ PlayerSettings:
m_VersionCode: 1
m_VersionName:
apiCompatibilityLevel: 6
activeInputHandler: 1
activeInputHandler: 2
cloudProjectId:
framebufferDepthMemorylessMode: 0
qualitySettingsNames: []

View File

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13
UserSettings/Search.index Normal file
View File

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View File

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