第六天 脚本与动画系统

一、动画系统基本概念

1、动画的基本概念

(1)帧

(2) 帧动画

(3)3D骨骼动画

 

 

 

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(4)2D骨骼动画

2、动画融合

3、动画状态机

 

 (1)理解动画状态机

(2)动画状态机设计举例

4、根骨骼动画

 

二、2D动画实例分析

1、准备工作

(1)下载资源

(2)整理资源

(3)图片设置

2、角色与控制的制作步骤

(1)下载资源

需要修改以下代码才能进行演示:

SimpleActivatorMenu.cs

using System;
using UnityEngine;

#pragma warning disable 618
namespace UnityStandardAssets.Utility
{
    public class SimpleActivatorMenu : MonoBehaviour
    {
        // An incredibly simple menu which, when given references
        // to gameobjects in the scene
        //public GUIText camSwitchButton;
        public GameObject[] objects;


        private int m_CurrentActiveObject;


        private void OnEnable()
        {
            // active object starts from first in array
            m_CurrentActiveObject = 0;
           // camSwitchButton.text = objects[m_CurrentActiveObject].name;
        }


        public void NextCamera()
        {
            int nextactiveobject = m_CurrentActiveObject + 1 >= objects.Length ? 0 : m_CurrentActiveObject + 1;

            for (int i = 0; i < objects.Length; i++)
            {
                objects[i].SetActive(i == nextactiveobject);
            }

            m_CurrentActiveObject = nextactiveobject;
          //  camSwitchButton.text = objects[m_CurrentActiveObject].name;
        }
    }
}

 PlatformerCharacter2D.cs

using System;
using UnityEngine;

#pragma warning disable 649
namespace UnityStandardAssets._2D
{
    public class PlatformerCharacter2D : MonoBehaviour
    {
        [SerializeField] private float m_MaxSpeed = 10f;                    // The fastest the player can travel in the x axis.
        [SerializeField] private float m_JumpForce = 400f;                  // Amount of force added when the player jumps.
        [Range(0, 1)] [SerializeField] private float m_CrouchSpeed = .36f;  // Amount of maxSpeed applied to crouching movement. 1 = 100%
        [SerializeField] private bool m_AirControl = false;                 // Whether or not a player can steer while jumping;
        [SerializeField] private LayerMask m_WhatIsGround;                  // A mask determining what is ground to the character

        private Transform m_GroundCheck;    // A position marking where to check if the player is grounded.
        const float k_GroundedRadius = .2f; // Radius of the overlap circle to determine if grounded
        private bool m_Grounded;            // Whether or not the player is grounded.
        private Transform m_CeilingCheck;   // A position marking where to check for ceilings
        const float k_CeilingRadius = .01f; // Radius of the overlap circle to determine if the player can stand up
        private Animator m_Anim;            // Reference to the player's animator component.
        private Rigidbody2D m_Rigidbody2D;
        private bool m_FacingRight = true;  // For determining which way the player is currently facing.

        public bool m_JumpReset = false;

        private void Awake()
        {
            // Setting up references.
            m_GroundCheck = transform.Find("GroundCheck");
            m_CeilingCheck = transform.Find("CeilingCheck");
            m_Anim = GetComponent<Animator>();
            m_Rigidbody2D = GetComponent<Rigidbody2D>();
        }


        private void FixedUpdate()
        {
            m_Grounded = false;

            // The player is grounded if a circlecast to the groundcheck position hits anything designated as ground
            // This can be done using layers instead but Sample Assets will not overwrite your project settings.
            Collider2D[] colliders = Physics2D.OverlapCircleAll(m_GroundCheck.position, k_GroundedRadius, m_WhatIsGround);
            for (int i = 0; i < colliders.Length; i++)
            {
                if (colliders[i].gameObject != gameObject)
                {
                    if (colliders[i].gameObject.tag == "JumpPoint")
                    {
                        m_JumpReset = true;
                        Destroy(colliders[i].gameObject);
                    }
                    else
                    {
                        m_Grounded = true;
                    }
                }
            }
            m_Anim.SetBool("Ground", m_Grounded);

            // Set the vertical animation
            m_Anim.SetFloat("vSpeed", m_Rigidbody2D.velocity.y);
        }


        public void Move(float move, bool crouch, bool jump)
        {
            // If crouching, check to see if the character can stand up
            if (!crouch && m_Anim.GetBool("Crouch"))
            {
                // If the character has a ceiling preventing them from standing up, keep them crouching
                if (Physics2D.OverlapCircle(m_CeilingCheck.position, k_CeilingRadius, m_WhatIsGround))
                {
                    crouch = true;
                }
            }

            // Set whether or not the character is crouching in the animator
            m_Anim.SetBool("Crouch", crouch);

            //only control the player if grounded or airControl is turned on
            if (m_Grounded || m_AirControl)
            {
                // Reduce the speed if crouching by the crouchSpeed multiplier
                move = (crouch ? move * m_CrouchSpeed : move);

                // The Speed animator parameter is set to the absolute value of the horizontal input.
                m_Anim.SetFloat("Speed", Mathf.Abs(move));

                // Move the character
                m_Rigidbody2D.velocity = new Vector2(move * m_MaxSpeed, m_Rigidbody2D.velocity.y);

                // If the input is moving the player right and the player is facing left...
                if (move > 0 && !m_FacingRight)
                {
                    // ... flip the player.
                    Flip();
                }
                // Otherwise if the input is moving the player left and the player is facing right...
                else if (move < 0 && m_FacingRight)
                {
                    // ... flip the player.
                    Flip();
                }
            }
            // If the player should jump...
            if ((m_Grounded || m_JumpReset) && jump)
            {
                // Add a vertical force to the player.
                m_Grounded = false;
                m_JumpReset = false;
                m_Anim.SetBool("Ground", false);

                Vector2 resetVlocity = m_Rigidbody2D.velocity;

                resetVlocity.y = Mathf.Max(0, resetVlocity.y);

                m_Rigidbody2D.velocity = resetVlocity;

                m_Rigidbody2D.AddForce(new Vector2(0f, m_JumpForce));
            }
        }


        private void Flip()
        {
            // Switch the way the player is labelled as facing.
            m_FacingRight = !m_FacingRight;

            // Multiply the player's x local scale by -1.
            Vector3 theScale = transform.localScale;
            theScale.x *= -1;
            transform.localScale = theScale;
        }
    }
}

演示:

 

 (2)整理资源

 

 

 (3)图片设置

 

 

 

 

 

 

 

 

 

3、动画的制作步骤

 

 

 

 

 

 

4、创建动画变量

(1)编辑动画

 

 

注:新版本的unity没有sample可以通过拖动图片手动改变帧率。

 

 

(2)编辑动画状态机 

 

 

 

(3)创建动画变量

 

 

 

 

 

  5、设置动画过渡

 

 

 

 

 

6、用脚本修改动画变量

 

7、脚本编程重点提示

 

 

 

8、总结和拓展

三、三维模型与动画的导入

1、导入示例

2、三维模型资源设置

 

 

 

 

3、三维动画资源设置

 

 

 

 

 

 

4、模型骨骼与动画骨骼的关系

 

 

四、动画进阶技术实例分析

1、动画融合树

 

 

 

 

2、第三人称角色控制的脚本分析

 

 

 

 

 

 

3、根骨骼动画的运用

 

4、动画遮罩

 

5、动画层

6、动画帧事件

 

7、反向动力学(IK)

 

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转载自blog.csdn.net/qq_51701007/article/details/123730932
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