Unity Avatar Cover System - 如何实现一个Avatar角色的智能掩体系统


简介

本文介绍如何在Unity中实现一个Avatar角色的智能掩体系统,效果如图所示:

效果图(一)

效果图(二)

效果图(三)

效果图(四)

初版1.0.0代码已上传至SKFramework框架Package Manager中:

SKFramework PackageManager

变量说明

Avatar Cover System

  • Cover Layer Mask:掩体物体的Layer层级
  • Shortcut Key:进入、退出掩体状态的快捷键
  • Box Cast Size:寻找掩体所用物理检测的Box大小
  • Box Cast Num:寻找掩体所用物理检测的Box数量(maxDistance = boxCastSize * boxCastNum)
  • Stand 2 Cover Speed:切换至掩体状态的移动速度
  • Cover 2 Stand Speed:退出掩体状态的移动速度
  • Stand 2 Cover Time:切换至掩体状态的时长(动画时长决定)
  • Cover 2 Stand Time:退出掩体状态的时长(动画时长决定)
  • Sneak Speed:掩体状态下移动的速度
  • Direction Lerp Speed:左右方向的插值速度
  • Head Radius:头部的半径 用于物理检测 未检测到碰撞时身体高度向下调整 并启用脚部IK
  • Head Down Cast Count Limit:头部下方物理检测的次数限制(每次下降一个半径的单位进行检测)
  • Ground Layer Mask:地面的Layer层级 用于脚部IK检测地面
  • Body Position Lerp Speed:身体高度插值的速度
  • Foot Position Lerp Speed:脚部IK插值的速度
  • Raycast Distance:脚部IK检测用的距离
  • Raycast Origin Height:脚部IK检测的高度

实现

动画准备

  • Mixamo:动作文件全部是在Mixamo网站上下载的:

Mixamo

扫描二维码关注公众号,回复: 14586353 查看本文章
  • Humanoid:Animation Type设为Humanoid人形动画:

Animation Type:Humanoid

  • Animation:调整相关设置:

Animation Settings

Root Transform Rotation Offset:此处设为-180,目的为了调整朝向,使其与Stand2Cover、Cover2Stand等动画连贯。

动画状态机

  • Animator Parameters:添加相关参数:
    • Stand2Cover:bool类型,用于进入、退出掩体状态;
    • Cover Direction:float类型,用于控制左右方向的混合树;
    • Cover Sneak:float类型,用于控制移动的混合树。
  • Sub-State Machine:创建一个子状态机,用于处于Cover相关状态:

Sub-State Machine

Cover子状态机中添加Stand2CoverCover2Stand动画状态及Cover Direction混合树:

Cover State Machine

Cover Direction混合树:包含Cover LeftCover Right子混合树,两个子混合树又分别包含其对应方向的IdleSneak动画。Cover Direction参数用于控制进入Cover Left还是Cover Right,Cover Sneak参数用于控制Idle和Sneak之间的混合:

Cover Direction

  • IK Pass:启用对应层级的IK Pass通道,计算脚部IK所需:

IK Pass

State 状态

定义相关状态:

  • None:未在任何状态;
  • Stand2Cover:正在切换至掩体状态(切换过程)
  • IsCovering:正处于掩体状态
  • Cover2Stand:正在退出掩体状态(切换过程)
public enum State
{
    
    
    None, //未在任何状态
    Stand2Cover, //正在切换至掩体状态
    IsCovering, //正处于掩体状态
    Cover2Stand, //正在退出掩体状态
}
//当前状态
private State state = State.None;

/// <summary>
/// 当前状态
/// </summary>
public State CurrentState
{
    
    
    get
    {
    
    
        return state;
    }
}

None

未处于任何状态时,向身体前方进行BoxCast物理检测寻找掩体,当检测到掩体时,按下指定快捷键则进入Stand2Cover切换过程:

//未处于掩体状态
case State.None:
    {
    
    
    //Box检测的中心点
    Vector3 boxCastCenter = transform.position + transform.up;
    //最大检测距离
    float maxDistance = boxCastSize.z * boxCastNum;
    //向身体前方进行Box检测 寻找掩体 
    castResult = Physics.BoxCast(boxCastCenter, boxCastSize * .5f, transform.forward, out hit, transform.rotation, maxDistance, coverLayerMask);
    //调试:法线方向
    Debug.DrawLine(hit.point, hit.point + hit.normal, Color.magenta);

    //检测到掩体
    if (castResult)
    {
    
    
        //按下快捷键 进入掩体状态
        if (Input.GetKeyDown(shortcutKey))
        {
    
    
            //正在切换至掩体状态
            state = State.Stand2Cover;
            //播放动画
            animator.SetBool(AnimParam.Stand2Cover, true);
            //禁用其他人物控制系统
            GetComponent<AvatarController>().enabled = false;
            //默认右方(动画Stand2Cover默认右方)
            targetCoverDirection = 1f;
            //启用脚部IK
            enableFootIk = true;
            bodyYOffset = 0.04f;
        }
    }
}
break;

Stand To Cover

切换至掩体状态的过程中,向RaycastHit中的法线反方向移动,移动到掩体前方:

case State.Stand2Cover:
{
    
    
    //计时
    stand2CoverTimer += Time.deltaTime;
    if (stand2CoverTimer < stand2CoverTime)
    {
    
    
        //向法线反方向移动 到掩体前
        cc.Move(-hit.normal * Time.deltaTime * stand2CoverSpeed);
        //朝向 面向法线方向
        transform.forward = Vector3.Lerp(transform.forward, -hit.normal, Time.deltaTime * stand2CoverSpeed);
    }
    else
    {
    
    
        //重置计时器
        stand2CoverTimer = 0f;
        //切换完成 进入掩体状态
        state = State.IsCovering;
        bodyYOffset = 0.02f;
    }
}
break;

Stand To Cover

Is Covering

在掩体状态时,获取用户Horizontal水平方向上的输入,通过输入控制Avatar转向左侧或右侧并进行Sneak移动:

//获取水平方向输入
float horizontal = Input.GetAxis("Horizontal");
//目标方向 输入为负取-1 为正取1
if (horizontal != 0f)
{
    
    
    targetCoverDirection = horizontal < 0f ? -1f : 1f;
    castResult = Physics.BoxCast(transform.position + transform.up, boxCastSize * .5f, transform.forward, out hit, Quaternion.identity, boxCastSize.z * boxCastNum, coverLayerMask);
    Debug.DrawLine(hit.point, hit.point + hit.normal, Color.magenta);
    cc.Move(-hit.normal * sneakSpeed * Time.deltaTime);
    transform.forward = Vector3.Lerp(transform.forward, -hit.normal, Time.deltaTime * stand2CoverSpeed);
}
//方向插值运算
coverDirection = Mathf.Lerp(coverDirection, targetCoverDirection, Time.deltaTime * directionLerpSpeed);
//动画 方向
animator.SetFloat(AnimParam.CoverDirection, coverDirection);
//动画 掩体状态行走
animator.SetFloat(AnimParam.CoverSneak, Mathf.Abs(horizontal));
//通过输入控制移动
cc.Move(horizontal * sneakSpeed * Time.deltaTime * transform.right);

Cover Left/Right

按下快捷键时,退出掩体状态:

animator.SetBool(AnimParam.Stand2Cover, false);
state = State.Cover2Stand;

Cover To Stand

退出掩体状态的过程中,向身体后方移动:

//计时
cover2StandTimer += Time.deltaTime;
cover2StandTimer = Mathf.Clamp(cover2StandTimer, 0f, cover2StandTime);
if (cover2StandTimer < cover2StandTime)
{
    
    
    //后移
    cc.Move(cover2StandSpeed * Time.deltaTime * -transform.forward);
}
else
{
    
    
    //重置计时器
    cover2StandTimer = 0f;
    state = State.None;
    //启用其他人物控制脚本
    GetComponent<AvatarController>().enabled = true;
}

Cover To Stand

高度适配

如图所示,当掩体的高度降低时,角色会逐渐下蹲调整高度,实现该功能一方面需要在头部进行物理检测,另一方面需要启用脚部的IK。

高度检测

高度检测

高度检测贯穿于Stand2CoverIsCovering状态中,注意观察下图中红色球的变动,当SphereCast球形检测在初始高度未检测到掩体时,会下降一个球半径的单位再次进行检测,如果在限制次数中都未检测到掩体,则退出掩体状态,如果检测到掩体,则获取碰撞点和初始高度的delta差值,该差值就是身体要下降的高度:

高度检测

//头部物理检测的初始点
headSphereCastOrigin = transform.position + Vector3.up * headOriginPosY + transform.right * targetCoverDirection * headRadius * 2f;
//向前方进行球形检测(掩体状态下前方就是后脑勺的方向)
headCastResult = Physics.SphereCast(headSphereCastOrigin, headRadius, transform.forward, out RaycastHit headHit, coverLayerMask);
int i = 0;
if (!headCastResult)
{
    
    
    for (i = 0; i < headDownCastCountLimit; i++)
    {
    
    
        //每次下降一个半径的单位进行检测
        headSphereCastOrigin -= Vector3.up * headRadius;
        headCastResult = Physics.SphereCast(headSphereCastOrigin, headRadius, transform.forward, out headHit, coverLayerMask);
        if (headCastResult) break;
    }
}
if (headCastResult)
{
    
    
    Debug.DrawLine(headSphereCastOrigin, headHit.point, Color.green);
    float delta = headOriginPosY - headHit.point.y;
    targetBodyPositionY = originBodyPositionY - delta - headRadius;
    Debug.DrawLine(headSphereCastOrigin, headSphereCastOrigin - Vector3.up * (delta + i * headRadius), Color.red);
}

检测的位置受Cover Direction方向影响,当处于Cover Left时,会在头部左侧一定单位进行检测,相反,处于Cover Right时,会在头部右侧一定单位进行检测:

高度检测的左右方向

获取到身体要下降的高度后,在OnAnimatorIK函数中调整Animator组件的bodyPosition属性:

Vector3 bodyPosition = animator.bodyPosition;
bodyPosition.y = Mathf.Lerp(lastBodyPositionY, targetBodyPositionY, bodyPositionLerpSpeed);
animator.bodyPosition = bodyPosition;
lastBodyPositionY = animator.bodyPosition.y;

脚部IK

单纯的下调身体高度会导致脚穿模到地面以下,因此需要启用脚部IK,不断调整脚的位置,脚部IK在前面的文章中有介绍,这里不再详细说明,代码如下:

private void FixedUpdate()
{
    
    
    //未启用FootIK or 动画组件为空
    if (!enableFootIk || animator == null) return;

    #region 计算左脚IK
    //左脚坐标
    leftFootPosition = animator.GetBoneTransform(HumanBodyBones.LeftFoot).position;
    leftFootPosition.y = transform.position.y + raycastOriginHeight;

    //左脚 射线检测
    leftFootRaycast = Physics.Raycast(leftFootPosition, Vector3.down, out RaycastHit hit, raycastDistance + raycastOriginHeight, groundLayerMask);
    if (leftFootRaycast)
    {
    
    
        leftFootIkPosition = leftFootPosition;
        leftFootIkPosition.y = hit.point.y + bodyYOffset;
        leftFootIkRotation = Quaternion.FromToRotation(transform.up, hit.normal);
#if UNITY_EDITOR
        //射线
        Debug.DrawLine(leftFootPosition, leftFootPosition + Vector3.down * (raycastDistance + raycastOriginHeight), Color.yellow);
        //法线
        Debug.DrawLine(hit.point, hit.point + hit.normal * .5f, Color.cyan);
#endif
    }
    else
    {
    
    
        leftFootIkPosition = Vector3.zero;
    }
    #endregion

    #region 计算右脚IK
    //右脚坐标
    rightFootPosition = animator.GetBoneTransform(HumanBodyBones.RightFoot).position;
    rightFootPosition.y = transform.position.y + raycastOriginHeight;
    //右脚 射线检测
    rightFootRaycast = Physics.Raycast(rightFootPosition, Vector3.down, out hit, raycastDistance + raycastOriginHeight, groundLayerMask);
    if (rightFootRaycast)
    {
    
    
        rightFootIkPosition = rightFootPosition;
        rightFootIkPosition.y = hit.point.y + bodyYOffset;
        rightFootIkRotation = Quaternion.FromToRotation(transform.up, hit.normal);

#if UNITY_EDITOR
        //射线
        Debug.DrawLine(rightFootPosition, rightFootPosition + Vector3.down * (raycastDistance + raycastOriginHeight), Color.yellow);
        //法线
        Debug.DrawLine(hit.point, hit.point + hit.normal * .5f, Color.cyan);
#endif
    }
    else
    {
    
    
        rightFootIkPosition = Vector3.zero;
    }
    #endregion
}
#region 应用左脚IK
//权重
animator.SetIKPositionWeight(AvatarIKGoal.LeftFoot, 1f);
animator.SetIKRotationWeight(AvatarIKGoal.LeftFoot, 1f);

Vector3 targetIkPosition = animator.GetIKPosition(AvatarIKGoal.LeftFoot);
if (leftFootRaycast)
{
    
    
    //转局部坐标
    targetIkPosition = transform.InverseTransformPoint(targetIkPosition);
    Vector3 world2Local = transform.InverseTransformPoint(leftFootIkPosition);
    //插值计算
    float y = Mathf.Lerp(lastLeftFootPositionY, world2Local.y, footPositionLerpSpeed);
    targetIkPosition.y += y;
    lastLeftFootPositionY = y;
    //转全局坐标
    targetIkPosition = transform.TransformPoint(targetIkPosition);
    //当前旋转
    Quaternion currRotation = animator.GetIKRotation(AvatarIKGoal.LeftFoot);
    //目标旋转
    Quaternion nextRotation = leftFootIkRotation * currRotation;
    animator.SetIKRotation(AvatarIKGoal.LeftFoot, nextRotation);
}
animator.SetIKPosition(AvatarIKGoal.LeftFoot, targetIkPosition);
#endregion

#region 应用右脚IK
//权重
animator.SetIKPositionWeight(AvatarIKGoal.RightFoot, 1f);
animator.SetIKRotationWeight(AvatarIKGoal.RightFoot, 1f);
targetIkPosition = animator.GetIKPosition(AvatarIKGoal.RightFoot);
if (rightFootRaycast)
{
    
    
    //转局部坐标
    targetIkPosition = transform.InverseTransformPoint(targetIkPosition);
    Vector3 world2Local = transform.InverseTransformPoint(rightFootIkPosition);
    //插值计算
    float y = Mathf.Lerp(lastRightFootPositionY, world2Local.y, footPositionLerpSpeed);
    targetIkPosition.y += y;
    lastRightFootPositionY = y;
    //转全局坐标
    targetIkPosition = transform.TransformPoint(targetIkPosition);
    //当前旋转
    Quaternion currRotation = animator.GetIKRotation(AvatarIKGoal.RightFoot);
    //目标旋转
    Quaternion nextRotation = rightFootIkRotation * currRotation;
    animator.SetIKRotation(AvatarIKGoal.RightFoot, nextRotation);
}
animator.SetIKPosition(AvatarIKGoal.RightFoot, targetIkPosition);
#endregion

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转载自blog.csdn.net/qq_42139931/article/details/129381466