
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……
570 lines
19 KiB
C#
570 lines
19 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using Sirenix.OdinInspector;
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/// <summary>
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/// 马类,用于接受来自玩家的指令、进行物理模拟
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/// </summary>
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public class Horse : MonoBehaviour
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{
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// _____ _ _ _
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// | __ \ | | | (_)
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// | |__) | _| |__ | |_ ___
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// | ___/ | | | '_ \| | |/ __|
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// | | | |_| | |_) | | | (__
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// |_| \__,_|_.__/|_|_|\___|
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/// <summary>
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/// 马的前腿根部
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/// </summary>
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[BoxGroup("必须绑定的物体")][Header("马的前腿根部")]
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public Transform frontLegRoot;
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/// <summary>
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/// 马的后腿根部
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/// </summary>
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[BoxGroup("必须绑定的物体")][Header("马的后腿根部")]
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public Transform backLegRoot;
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/// <summary>
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/// 马伸直腿后前脚底部
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/// </summary>
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[BoxGroup("必须绑定的物体")][Header("马前脚伸直后的最深位置")]
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public Transform frontFoot;
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/// <summary>
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/// 马伸直腿后后脚底部
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/// </summary>
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[BoxGroup("必须绑定的物体")][Header("马后脚伸直后的最深位置")]
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public Transform backFoot;
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/// <summary>
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/// 马脚Transform
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/// </summary>
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[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")]
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public Transform[] footsTransform;
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/// <summary>
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/// 腿做圆周运动的半径
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/// </summary>
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[BoxGroup("马的基本运动信息")][Header("马脚圆周运动半径")]
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public float footMoveRadius;
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/// <summary>
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/// 四条腿分别对输入偏差多少
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/// </summary>
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[ListDrawerSettings] [BoxGroup("马的基本运动信息")][Header("四条腿分别对输入偏差多少")]
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public Vector2[] footOffestOfInput;
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/// <summary>
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/// 马足力量
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/// </summary>
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[BoxGroup("马的基本运动信息")][Header("马足力量")]
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public float footForce;
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/// <summary>
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/// 马蹄推动马身的力度调整值
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/// </summary>
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[BoxGroup("马的基本运动信息")][Header("马前进的力度")]
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public float strength;
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/// <summary>
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/// 马蹄供力有效范围
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/// </summary>
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[BoxGroup("马的基本运动信息")][Header("马蹄供力有效范围")]
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public float effectiveDistance;
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public enum FootType { Front, Back }
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/// <summary>
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/// 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
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/// </summary>
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public enum HorseState { Stand, Move, Jump}
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/// <summary>
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/// 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
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/// </summary>
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public enum JumpState { Ready, Charging, Jump }
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/// <summary>
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/// 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
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/// </summary>
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[BoxGroup("马的基本运动信息")][Header("马跳跃蓄力阈值")]
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public float jumpChargeThreshold;
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/// <summary>
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/// 马跳跃力度
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/// </summary>
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[BoxGroup("马的基本运动信息")][Header("马跳跃力度")]
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public float jumpForce;
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// _____ _ _
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// | __ \ (_) | |
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// | |__) | __ ___ ____ _| |_ ___
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// | ___/ '__| \ \ / / _` | __/ _ \
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// | | | | | |\ V / (_| | || __/
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// |_| |_| |_| \_/ \__,_|\__\___|
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struct foot
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{
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/// <summary>
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/// 腿对输入偏差多少
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/// </summary>
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public Vector2 footOffestOfInput;
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/// <summary>
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/// 马脚控制点,通过transform找到
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/// </summary>
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public Transform footControlPoint;
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/// <summary>
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/// 真实的马脚的Transform
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/// </summary>
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public Transform footRealTransform;
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/// <summary>
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/// 马脚此时目标位置,每帧计算
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/// </summary>
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public Vector3 footTargetPosition;
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/// <summary>
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/// 马蹄刚体组件
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/// </summary>
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public Rigidbody2D footRigidbody2D;
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/// <summary>
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/// 马蹄的碰撞体,但是不绑在马蹄上,而是为了物理计算绑在马身上
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/// </summary>
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public BoxCollider2D footBoxCollider2D;
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/// <summary>
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/// 马蹄前一帧的位置
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/// </summary>
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public Vector3 footPreviousPosition;
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}
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private foot[] foots;
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/// <summary>
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/// 马前腿长度
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/// </summary>
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private float frontLegLength;
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/// <summary>
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/// 马后腿长度
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/// </summary>
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private float backLegLength;
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/// <summary>
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/// 从前腿根骨骼到马脚运动圆心的距离,用来推算最终马脚位置
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/// </summary>
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private float frontRootDistanceToCenterOfCircle;
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/// <summary>
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/// 从后腿根骨骼到马脚运动圆心的距离,用来推算最终马脚位置
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/// </summary>
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private float backRootDistanceToCenterOfCircle;
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/// <summary>
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/// 输入的马前脚信息
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/// </summary>
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private Vector2 inputFrontVector;
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/// <summary>
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/// 输入的马后脚信息
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/// </summary>
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private Vector2 inputBackVector;
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/// <summary>
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/// 前一帧的前马脚输入向量
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/// </summary>
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private Vector2 previousInputFrontVector;
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/// <summary>
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/// 前一帧的后马脚输入向量
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/// </summary>
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private Vector2 previousInputBackVector;
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/// <summary>
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/// 原重力尺度,在Start中通过随意一条腿的刚体获取
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/// </summary>
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private float oriGravityScale;
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/// <summary>
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/// 马蹄碰撞体数组
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/// </summary>
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private BoxCollider2D[] footBoxColliders;
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/// <summary>
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/// 马的刚体组件
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/// </summary>
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private Rigidbody2D horseRig;
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/// <summary>
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/// 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
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/// </summary>
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private Vector2[] oriFootOffestOfInput;
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/// <summary>
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/// 马此时的状态
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/// </summary>
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private HorseState horseState;
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/// <summary>
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/// 此时前腿并拢着吗?
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/// </summary>
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private bool isFrontFootMerged = false;
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/// <summary>
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/// 此时后腿并拢着吗?
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/// </summary>
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private bool isBackFootMerged = false;
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/// <summary>
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/// 此时的跳跃状态
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/// </summary>
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private JumpState jumpState = JumpState.Ready;
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/// <summary>
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/// 跳跃蓄力的速度
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/// </summary>
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private Vector2 jumpChargeVelocity;
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void Start()
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{
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//初始化
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Init();
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//找到必要的物体和组件
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FindSth();
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//计算必要的量
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CaculateSth();
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}
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void Update()
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{
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//更新一些数据
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UpdateDataEarly();
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//计算马脚目标位置
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CaculateTargetPosition();
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//让马脚朝着目标移动
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MoveFoot();
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//让马整体运动
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MoveHorse();
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//跳跃检测和物理实现
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if(horseState == HorseState.Jump) CheckJump();
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//更新一些数据
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UpdateDataLate();
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}
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private void Jump()
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{
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jumpState = JumpState.Jump;
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Vector2 jumpVelocity = jumpChargeVelocity * jumpForce * -1 * new Vector2(1.5f,1.5f);
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if(jumpVelocity.magnitude > 30f) jumpVelocity *= 0.1f;
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Debug.Log("Jump Velocity: " + jumpVelocity);
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horseRig.velocity += jumpVelocity;
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jumpChargeVelocity = Vector2.zero;
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}
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/// <summary>
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/// 在跳跃状态时每帧执行,用于检测跳跃和实现跳跃的物理
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/// </summary>
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private void CheckJump()
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{
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//通过本帧输入向量减上一帧输入向量得到一个瞬时速度
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Vector2 frontInstantaneousSpeed = inputFrontVector - previousInputFrontVector;
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Vector2 backInstantaneousSpeed = inputBackVector - previousInputBackVector;
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//如果任意一组的y大于0,说明在上升,不考虑它的跳跃
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if(frontInstantaneousSpeed.y > 0 || backInstantaneousSpeed.y > 0) return;
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else
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{
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//此时双腿在下降,开始检测跳跃蓄力
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//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
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if(frontInstantaneousSpeed.magnitude + backInstantaneousSpeed.magnitude > jumpChargeThreshold)
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{
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//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
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if(jumpState == JumpState.Ready) jumpState = JumpState.Charging;
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//若已处于蓄力态,累计力大小
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if(jumpState == JumpState.Charging)
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{
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jumpChargeVelocity += (frontInstantaneousSpeed + backInstantaneousSpeed);
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}
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}
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else
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{
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//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
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if(jumpState == JumpState.Charging) Jump();
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}
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}
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}
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/// <summary>
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/// 在Update之前更新一些数据
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/// </summary>
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private void UpdateDataEarly()
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{
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//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
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if (isFrontFootMerged && isBackFootMerged) horseState = HorseState.Jump;
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else horseState = HorseState.Stand;
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Debug.Log("jumpState = " + jumpState);
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}
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/// <summary>
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/// 使马并拢输入的双腿,
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/// </summary>
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public void MergeFoot(FootType type)
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{
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//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
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int index = type == FootType.Front ? 1 : 3;
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footOffestOfInput[index] = Vector2.zero;
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if(type == FootType.Front) isFrontFootMerged = true;
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else isBackFootMerged = true;
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}
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/// <summary>
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/// 恢复输入的并拢的双腿至有偏移状态
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/// </summary>
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/// <param name="type">需要恢复的是哪一组腿</param>
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public void RecoverFoot(FootType type)
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{
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//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
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int index = type == FootType.Front ? 1 : 3;
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footOffestOfInput[index] = oriFootOffestOfInput[index];
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if(type == FootType.Front) isFrontFootMerged = false;
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else isBackFootMerged = false;
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}
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/// <summary>
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/// 移动马身体
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/// </summary>
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private void MoveHorse()
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{
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Vector2 v = new Vector2();
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for(int i = 0; i < 4; i++)
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{
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//仅在有输入的情况下,会考虑给速度
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//看此时该脚是否有输入
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bool hasInput = i < 2 ? inputFrontVector.magnitude > 0.1f : inputBackVector.magnitude > 0.1f;
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if(!hasInput) continue;
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//从足底向正下方发射射线,获取碰撞到的物体
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RaycastHit2D hit = Physics2D.Raycast(
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foots[i].footRealTransform.position,
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Vector2.down,
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1000f,
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LayerMask.NameToLayer("foot")
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);
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//如果击中物体的距离已经超过了有效范围,则不贡献速度
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if(hit.distance > effectiveDistance) continue;
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//判断本帧中,马足位置是否低于圆心+调整值,仅低于时,需要计算影响
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//根位置
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Vector3 rootPosition = i < 2 ? frontLegRoot.position : backLegRoot.position;
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//L
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float L = i < 2 ? frontLegLength : backLegLength;
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//圆心y坐标
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float centerY = L - footMoveRadius;
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centerY += effectiveDistance;
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//仅低于时,需要计算影响
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if(foots[i].footRealTransform.position.y >= centerY) continue;
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//本帧位置减上帧位置
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Vector3 trans = foots[i].footRealTransform.position - foots[i].footPreviousPosition;
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Vector2 v_ = trans;
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//把本足的影响加到速度中
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v += v_;
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}
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//给速度乘以力量,得到最终理论速度
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v *= strength;
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//取反,因为是模拟反作用力
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v*=-1;
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//减弱y轴的影响,不要让马在平地上起飞
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v *= new Vector2(1,0.2f);
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// Debug.Log(v);
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//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
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if(v.magnitude > 10f) v = Vector2.zero;
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//把速度加给马的刚体
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horseRig.velocity += v;
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}
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private void UpdateDataLate()
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{
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//更新四足的上帧位置
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for(int i = 0; i < 4; i++)
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foots[i].footPreviousPosition = foots[i].footRealTransform.position;
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//更新上帧输入
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previousInputFrontVector = inputFrontVector;
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previousInputBackVector = inputBackVector;
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}
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void Init()
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{
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foots = new foot[4];
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oriFootOffestOfInput = new Vector2[4];
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footBoxColliders = new BoxCollider2D[4];
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for(int i = 0; i < 4; i++) foots[i].footPreviousPosition = transform.position;
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for(int i = 0; i < 4; i++) oriFootOffestOfInput[i] = footOffestOfInput[i];
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||
horseState = HorseState.Stand;
|
||
}
|
||
|
||
|
||
void FindSth()
|
||
{
|
||
//把四只脚的目标点找到,0:左前 1:右前 2:左后 3:右后
|
||
foots[0].footControlPoint = transform.Find("左前脚").GetChild(0);
|
||
foots[1].footControlPoint = transform.Find("右前脚").GetChild(0);
|
||
foots[2].footControlPoint = transform.Find("左后脚").GetChild(0);
|
||
foots[3].footControlPoint = transform.Find("右后脚").GetChild(0);
|
||
|
||
//同步四只脚的输入偏差
|
||
for (int i = 0; i < 4; i++) foots[i].footOffestOfInput = footOffestOfInput[i];
|
||
|
||
//找到马蹄刚体组件
|
||
for(int i = 0; i < 4; i++) foots[i].footRigidbody2D = foots[i].footControlPoint.GetComponent<Rigidbody2D>();
|
||
|
||
//找到马蹄的真实Transform
|
||
for(int i = 0; i < 4; i++) foots[i].footRealTransform = footsTransform[i];
|
||
|
||
//找到马蹄的碰撞体
|
||
footBoxColliders = GetComponents<BoxCollider2D>();
|
||
|
||
//给foots的碰撞体赋值
|
||
for (int i = 0; i < 4; i++)
|
||
{
|
||
foots[i].footBoxCollider2D = footBoxColliders[i];
|
||
footBoxColliders[i].offset = foots[i].footControlPoint.localPosition ;
|
||
}
|
||
|
||
//找到马的刚体
|
||
horseRig = GetComponent<Rigidbody2D>();
|
||
|
||
}
|
||
|
||
/// <summary>
|
||
/// 计算一些不会变的必要的量
|
||
/// </summary>
|
||
void CaculateSth()
|
||
{
|
||
//计算前后腿马腿长度
|
||
frontLegLength = Vector3.Distance(frontLegRoot.position, frontFoot.position);
|
||
backLegLength = Vector3.Distance(backLegRoot.position, backFoot.position);
|
||
//计算从腿根骨骼到马脚运动圆心的距离
|
||
frontRootDistanceToCenterOfCircle = frontLegLength - footMoveRadius;
|
||
backRootDistanceToCenterOfCircle = backLegLength - footMoveRadius;
|
||
//取得原始重力尺度
|
||
oriGravityScale = foots[0].footRigidbody2D.gravityScale;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 根据记录的输入向量计算马脚本帧的目标位置,保存到footTargetPoints数组中
|
||
/// </summary>
|
||
private void CaculateTargetPosition()
|
||
{
|
||
//循环4次
|
||
for(int i = 0; i < 4; i++)
|
||
{
|
||
//整体公式为:Target = 根位置 - V(0,L - r) + inputdir * offest * r
|
||
//根位置
|
||
Vector3 rootPosition = i < 2 ? frontLegRoot.position : backLegRoot.position;
|
||
//L
|
||
float L = i < 2 ? frontLegLength : backLegLength;
|
||
//中间向量
|
||
Vector3 middleVector = new Vector3(0,L - footMoveRadius,0);
|
||
//inputdir
|
||
Vector2 inputVector = i < 2 ? inputFrontVector : inputBackVector;
|
||
//inputTrans
|
||
Vector3 inputTrans = new Vector3
|
||
(
|
||
inputVector.x * ( footOffestOfInput[i].x + 1),
|
||
inputVector.y * ( footOffestOfInput[i].y + 1),
|
||
0
|
||
)
|
||
* footMoveRadius;
|
||
//最终计算
|
||
//footTargetPoints[i] = rootPosition - middleVector + inputTrans;
|
||
foots[i].footTargetPosition = rootPosition - middleVector + inputTrans;
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// 把马脚朝着算好的目标点移动
|
||
/// </summary>
|
||
private void MoveFoot()
|
||
{
|
||
//循环4次
|
||
for(int i = 0; i < 4; i++)
|
||
{
|
||
//看此时该脚是否有输入
|
||
bool hasInput = i < 2 ? inputFrontVector.magnitude > 0.1f : inputBackVector.magnitude > 0.1f;
|
||
//如果有输入,则把马脚朝着目标移动
|
||
// if(hasInput)
|
||
if(true)
|
||
{
|
||
//若无输入,则把目标定在可以使马腿伸直的地方
|
||
Vector3 targetPosition = hasInput ?
|
||
foots[i].footTargetPosition :
|
||
foots[i].footTargetPosition - new Vector3(0,footMoveRadius + 0.5f,0);
|
||
//给刚体以target位置-自身位置作为力的方向
|
||
Vector2 Dir = targetPosition - foots[i].footControlPoint.position;
|
||
//如果已经很接近目标点了,则不再给速度,同时解除重力,防止出现抖动问题
|
||
if(Dir.magnitude < 0.1f)
|
||
{
|
||
foots[i].footRigidbody2D.gravityScale = 0;
|
||
foots[i].footRigidbody2D.velocity = Vector2.zero;
|
||
continue;
|
||
}
|
||
//标准化马脚移动方向
|
||
Dir.Normalize();
|
||
//最终计算应有的速度
|
||
Vector2 force = Dir * footForce * (horseRig.velocity.magnitude * 0.5f + 1);
|
||
//赋予脚的刚体以速度
|
||
foots[i].footRigidbody2D.velocity = foots[i].footRigidbody2D.velocity * 0.8f + force * 0.2f;
|
||
//foots[i].footRigidbody2D.velocity = force;
|
||
//foots[i].footRigidbody2D.AddForce(force);
|
||
}
|
||
// // 强制把马脚移到目标点
|
||
//foots[i].footControlPoint.position = foots[i].footTargetPosition;
|
||
// 恢复重力
|
||
foots[i].footRigidbody2D.gravityScale = oriGravityScale;
|
||
// 刷新碰撞体位置
|
||
footBoxColliders[i].offset = foots[i].footRealTransform.position - transform.position;
|
||
}
|
||
}
|
||
|
||
public void SetInputFrontVector(Vector2 input) => inputFrontVector = input;
|
||
|
||
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;
|
||
}
|
||
}
|
||
|
||
|
||
}
|