
1.策划数学模型 2.搬迁工具类如单例模式模板 3.创建玩家类,用于接受和发出指令、记录玩家信息等 4.创建马类,用来接受信息、物理计算、控制马的碰撞等模拟等 5.实装数学模型,实现马脚的控制 6.探索物理实现方式,给控制点加上碰撞体和刚体,似乎可行 --NG,分离的刚体无法作为整体传递力,脚的反作用力传不到身体上 7.把操控分组,左摇杆控制后两条腿、右摇杆控制前两条腿 8.探索物理的实现方式,尝试仅在主物体上挂载仅一个刚体,探索碰撞体组的使用方式/ ((1.给马添加四个碰撞体代表马足 ((2.每帧刷新碰撞体的偏移,使其对准真实马蹄位置,所以需要找准offset和世界空间下位置的对应关系 ((3.如何让马前进?目前发现无法使用真实物理的反作用力,只能根据输入或其他信息算出这个反作用力 (((1.最终应该通过原速度 + 计算出输入速度,不能使用力,因为使用力涉及的参数极多,很难修改 (((2.应该通过马足真实位置计算输入速度,不能使用控制点位置 (((3.每只足应该记住自己上一帧的位置,并每帧更新 ((4.本帧位置减上帧位置 = 运动速度,一个二维向量 ((5.并非一直有效,当本帧马足位置低于圆心 + 调整值时,才有效,否则该足贡献的速度为0.同时,需要有输入才有效,若无输入,同样贡献速度为0 ((6.NG,主要在判断速度是否有效上出了问题,试试每帧给足和地面测距,小于阈值的才给过,然后才加速度 ((7.GoodJob!通过上述方法和其他细微调整,已经使得马可以行走,并且得到不错的效果。但是肯定还有问题,需要后期更进一步调整 目前马能够受到控制,并且可以走动。同样支持键盘游玩,但是体验极差
76 lines
3.3 KiB
C#
76 lines
3.3 KiB
C#
// Amplify Shader Editor - Visual Shader Editing Tool
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// Copyright (c) Amplify Creations, Lda <info@amplify.pt>
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using UnityEditor;
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namespace AmplifyShaderEditor
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{
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public class TemplateMenuItems
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{
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[MenuItem( "Assets/Create/Amplify Shader/Legacy/Unlit", false, 85 )]
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public static void ApplyTemplateLegacyUnlit()
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{
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AmplifyShaderEditorWindow.CreateConfirmationTemplateShader( "0770190933193b94aaa3065e307002fa" );
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}
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[MenuItem( "Assets/Create/Amplify Shader/Universal/PBR", false, 85 )]
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public static void ApplyTemplateUniversalPBR()
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{
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AmplifyShaderEditorWindow.CreateConfirmationTemplateShader( "94348b07e5e8bab40bd6c8a1e3df54cd" );
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}
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[MenuItem( "Assets/Create/Amplify Shader/Universal/Unlit", false, 85 )]
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public static void ApplyTemplateUniversalUnlit()
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{
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AmplifyShaderEditorWindow.CreateConfirmationTemplateShader( "2992e84f91cbeb14eab234972e07ea9d" );
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}
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[MenuItem( "Assets/Create/Amplify Shader/Legacy/Post Process", false, 85 )]
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public static void ApplyTemplateLegacyPostProcess()
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{
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AmplifyShaderEditorWindow.CreateConfirmationTemplateShader( "c71b220b631b6344493ea3cf87110c93" );
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}
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[MenuItem( "Assets/Create/Amplify Shader/Deprecated/Legacy/Default Unlit", false, 85 )]
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public static void ApplyTemplateDeprecatedLegacyDefaultUnlit()
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{
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AmplifyShaderEditorWindow.CreateConfirmationTemplateShader( "6e114a916ca3e4b4bb51972669d463bf" );
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}
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[MenuItem( "Assets/Create/Amplify Shader/Legacy/Default UI", false, 85 )]
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public static void ApplyTemplateLegacyDefaultUI()
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{
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AmplifyShaderEditorWindow.CreateConfirmationTemplateShader( "5056123faa0c79b47ab6ad7e8bf059a4" );
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}
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[MenuItem( "Assets/Create/Amplify Shader/Legacy/Unlit Lightmap", false, 85 )]
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public static void ApplyTemplateLegacyUnlitLightmap()
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{
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AmplifyShaderEditorWindow.CreateConfirmationTemplateShader( "899e609c083c74c4ca567477c39edef0" );
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}
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[MenuItem( "Assets/Create/Amplify Shader/Legacy/Default Sprites", false, 85 )]
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public static void ApplyTemplateLegacyDefaultSprites()
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{
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AmplifyShaderEditorWindow.CreateConfirmationTemplateShader( "0f8ba0101102bb14ebf021ddadce9b49" );
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}
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[MenuItem( "Assets/Create/Amplify Shader/Legacy/Particles Alpha Blended", false, 85 )]
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public static void ApplyTemplateLegacyParticlesAlphaBlended()
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{
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AmplifyShaderEditorWindow.CreateConfirmationTemplateShader( "0b6a9f8b4f707c74ca64c0be8e590de0" );
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}
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[MenuItem( "Assets/Create/Amplify Shader/Legacy/Multi Pass Unlit", false, 85 )]
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public static void ApplyTemplateLegacyMultiPassUnlit()
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{
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AmplifyShaderEditorWindow.CreateConfirmationTemplateShader( "e1de45c0d41f68c41b2cc20c8b9c05ef" );
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}
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[MenuItem( "Assets/Create/Amplify Shader/Legacy/Lit", false, 85 )]
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public static void ApplyTemplateLegacyLit()
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{
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AmplifyShaderEditorWindow.CreateConfirmationTemplateShader( "ed95fe726fd7b4644bb42f4d1ddd2bcd" );
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}
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[MenuItem( "Assets/Create/Amplify Shader/Universal/Experimental/2D Lit", false, 85 )]
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public static void ApplyTemplateUniversalExperimental2DLit()
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{
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AmplifyShaderEditorWindow.CreateConfirmationTemplateShader( "199187dac283dbe4a8cb1ea611d70c58" );
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}
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[MenuItem( "Assets/Create/Amplify Shader/Universal/Experimental/2D Unlit", false, 85 )]
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public static void ApplyTemplateUniversalExperimental2DUnlit()
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{
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AmplifyShaderEditorWindow.CreateConfirmationTemplateShader( "cf964e524c8e69742b1d21fbe2ebcc4a" );
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}
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}
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}
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