任务:以动画实现移动

*:实验场景:【各种系统测试与陈列】

1.创建测试小孩游戏物体
2.创建新的AC
3.编写步行动画逻辑
*:遇到问题,动画似乎不行,移动方式暂时换回原来的。
*:其余场景没有受到影响
This commit is contained in:
Roman 2021-08-09 23:14:55 +08:00
parent 0bc1c970e5
commit b262e579b2
15 changed files with 571 additions and 15 deletions

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@ -26,12 +26,14 @@ public class M_Player : MonoBehaviour
public GameObject missile;//投掷物的预制体 public GameObject missile;//投掷物的预制体
[Tooltip("投掷物抛出点")] [Tooltip("投掷物抛出点")]
public Transform throwOffset;//记录一下抛出点的位置 public Transform throwOffset;//记录一下抛出点的位置
private Animator M_Animator;
void Start() void Start()
{ {
indexRecoder = FindObjectOfType<IndexRecoder>();//获取数值记录组件,方便策划修改暴露参数 indexRecoder = FindObjectOfType<IndexRecoder>();//获取数值记录组件,方便策划修改暴露参数
m_rigidbody = GetComponent<Rigidbody2D>();//获取自身刚体组件 m_rigidbody = GetComponent<Rigidbody2D>();//获取自身刚体组件
faceDir = 1;//默认面部朝右 faceDir = 1;//默认面部朝右
playerInput = GetComponent<PlayerInput>(); //获取自身输入组件 playerInput = GetComponent<PlayerInput>(); //获取自身输入组件
//M_Animator = GetComponent<Animator>();
} }
// Update is called once per frame // Update is called once per frame
@ -45,6 +47,7 @@ public class M_Player : MonoBehaviour
Move(); Move();
} }
//调整投掷角度的函数
private void AdjustTheAngle() private void AdjustTheAngle()
{ {
if(canAdjustTheAngle)//如果玩家正在调整角度 if(canAdjustTheAngle)//如果玩家正在调整角度
@ -77,7 +80,7 @@ public class M_Player : MonoBehaviour
inputDir = -1; inputDir = -1;
faceDir = -1; faceDir = -1;
} }
else inputDir = 0; else {inputDir = 0;}
//修改面部朝向 //修改面部朝向
transform.localScale = new Vector3( transform.localScale = new Vector3(
Mathf.Abs(transform.localScale.x)*faceDir, Mathf.Abs(transform.localScale.x)*faceDir,
@ -95,7 +98,15 @@ public class M_Player : MonoBehaviour
); );
} }
// void OnAnimatorMove()//Unity的回调函数这样做能解决模型无法转向的问题每帧调用一次
// {
// m_rigidbody.MovePosition(m_rigidbody.position + faceDir*M_Animator.deltaPosition.magnitude*Vector2.right);
// Debug.Log(M_Animator.deltaPosition.magnitude);
// //m_RigidBody.MoveRotation(m_Rotation);//当物体有物理组件rigidbody的时候再修改位置和旋转信息就不要用transfrom了用刚体自带的Move等方法
// }
//监听投掷按键的函数
public void OnThrow(InputAction.CallbackContext context) public void OnThrow(InputAction.CallbackContext context)
{ {
if(context.started)//如果按下投掷键,表示可以开始控制角度了 if(context.started)//如果按下投掷键,表示可以开始控制角度了
@ -108,9 +119,11 @@ public class M_Player : MonoBehaviour
} }
} }
//监听修改投掷角度的函数
public void OnAdjustTheAngle(InputAction.CallbackContext context) public void OnAdjustTheAngle(InputAction.CallbackContext context)
{throwingAngleDir = context.ReadValue<float>();}//把收到的轴的值交给角度变化的大小和方向 {throwingAngleDir = context.ReadValue<float>();}//把收到的轴的值交给角度变化的大小和方向
//控制投掷相关的具体函数
private void Throw() private void Throw()
{ {
//Debug.Log("我投出手上拿着的东西了"); //Debug.Log("我投出手上拿着的东西了");
@ -133,6 +146,7 @@ public class M_Player : MonoBehaviour
} }
} }
//监听交互按键的函数
public void OnInteraction(InputAction.CallbackContext context) public void OnInteraction(InputAction.CallbackContext context)
{ {
if(context.started) if(context.started)
@ -154,6 +168,7 @@ public class M_Player : MonoBehaviour
} }
} }
//监听打电码的函数
public void OnCoding(InputAction.CallbackContext context) public void OnCoding(InputAction.CallbackContext context)
{ {
if(context.canceled) if(context.canceled)
@ -173,6 +188,7 @@ public class M_Player : MonoBehaviour
} }
} }
//使自身进入投掷状态的函数
public void EnterThrowingState() public void EnterThrowingState()
{ {
throwingState = true;//修改自身记录状态变量,表示正式进入投掷状态 throwingState = true;//修改自身记录状态变量,表示正式进入投掷状态
@ -181,9 +197,11 @@ public class M_Player : MonoBehaviour
//2.动画相关 //2.动画相关
// //
} }
//等待完善投掷系统
public void QuitThrowingsState(){} public void QuitThrowingsState(){}
//绘制曲线的函数,非常🐂 //绘制投掷曲线的函数,非常🐂
public void DrawPath() public void DrawPath()
{ {
// //
@ -208,6 +226,5 @@ public class M_Player : MonoBehaviour
line.SetPosition(i, segments[i]); //把算好的点传入线的点集 line.SetPosition(i, segments[i]); //把算好的点传入线的点集
} }
} }
//
} }

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