项目02《游戏-04-开发》Unity3D

时间:2024-02-16 11:31:41

基于      项目02《游戏-03-开发》Unity3D      ,

因前三集资源以及代码冗余问题,本次项目对前三集进行了重做,资源及代码如下,

首先导入场景及人物资源,

为人物添加动画控制器Animator组件,

创建动画控制器文件夹ACs,并在ACs文件夹下创建Animation Controller命名为PlayerAC角色动画控制器,

0层动画控制器:

1层动画控制器:

2层动画控制器:

创建好角色动画控制器后,将PlayerAC绑定在场景中Player的Animator上,

接下来添加新输入系统,

角色移动(包括跳跃,镜头旋转)

角色攻击(包括连击)

绑定MainGame.cs

双击MainGame.cs修改脚本:

using UnityEngine;
public class MainGame : MonoBehaviour{
    public static Player player;
    void Awake(){
        player = GameObject.Find("Player").GetComponent<Player>();
    }
}

绑定摄像机跟随代码:

双击CameraCtrl.cs修改脚本:

using UnityEngine;
public class CameraCtrl : MonoBehaviour{
    public float dis;
    public float height;
    public float speed;
    Transform target;
    Vector3 targetPos;
    void Start(){
        target = MainGame.player.transform;
    }
    void Update(){
        transform.LookAt(target.position + Vector3.up * 1.5f);
        targetPos = target.forward * (-dis) + target.up * height + target.position;
    }
    void LateUpdate(){
        transform.position = Vector3.Lerp(transform.position, targetPos, speed);
    }
}
保存代码后回到unity场景设置数值:

创建角色基类Living.cs:

双击Living.cs脚本,

using UnityEngine;
public class Living : MonoBehaviour{
    public Animator Anim { get; set; }
    protected virtual void InitValue() {
        Anim = GetComponent<Animator>();
    }
    protected void Start(){
        InitValue();
    }
}
创建角色类Player.cs:

双击Player.cs修改脚本:

using UnityEngine;
using UnityEngine.InputSystem;
public class Player : Living{
    float speed = 3;
    float rotate;
    bool isHoldRotate;//保持旋转角度
    void Start(){
        base.Start();
        SetInput();
        contro = GetComponent<CharacterController>();
    }
    CharacterController contro;
    Controls action;
    void SetInput(){
        action = new Controls();
        action.Enable();
        action.PlayerCtrl.Move.started += Move;
        action.PlayerCtrl.Move.performed += Move;
        action.PlayerCtrl.Move.canceled += StopMove;
        action.PlayerCtrl.Jump.started += Jump;
        action.PlayerCtrl.Rotate.started += Rotate;
        action.PlayerCtrl.Rotate.performed += Rotate;
        action.PlayerCtrl.HoldRotate.performed += HoldRotate;
        action.PlayerCtrl.HoldRotate.canceled += HoldRotate;
        action.PlayerAtt.SwordOut.started += SwordOut;
        action.PlayerAtt.Att.started += Attack;
    }
    void Attack(InputAction.CallbackContext obj){
        if (Anim.GetCurrentAnimatorStateInfo(0).IsName("Idle_Fight")){
            Anim.SetInteger("AttackID", 1);
            Anim.SetTrigger("AttackTrigger");
        }
        else{
            int num = Anim.GetInteger("AttackID");
            if (num == 6)
                return;
            if (Anim.GetCurrentAnimatorStateInfo(0).IsName("Attack_" + num))
                Anim.SetInteger("AttackID", num + 1);
        }
    }
    void SwordOut(InputAction.CallbackContext obj){
        Anim.SetBool("IsSwordOut", !Anim.GetBool("IsSwordOut"));
    }
    void HoldRotate(InputAction.CallbackContext obj){
        if (obj.phase == InputActionPhase.Canceled)
            isHoldRotate = false;
        else
            isHoldRotate = true;
    }
    void Rotate(InputAction.CallbackContext obj){
        rotate = obj.ReadValue<float>();
    }
    void Jump(InputAction.CallbackContext obj){
        Anim.SetTrigger("JumpTrigger");
    }
    void StopMove(InputAction.CallbackContext obj){
        Anim.SetBool("IsRun", false);
    }
    void Move(InputAction.CallbackContext obj){
        Anim.SetBool("IsRun", true);
    }
    void Ctrl(){
        if (Anim.GetCurrentAnimatorStateInfo(0).IsName("Sprint") ||
         Anim.GetCurrentAnimatorStateInfo(0).IsName("Run") ||
         Anim.GetCurrentAnimatorStateInfo(0).IsName("Idle_ver_A") ||
         Anim.GetCurrentAnimatorStateInfo(0).IsName("Idle_Fight")){
            float f = action.PlayerCtrl.Move.ReadValue<float>();
            contro.Move(transform.forward * f * Time.deltaTime * speed);
            contro.Move(transform.up * -9.8f * Time.deltaTime);
            if (isHoldRotate)
                transform.Rotate(transform.up * rotate * 0.3f);
        }
    }
    void Update(){
        Ctrl();
    }
}
回到Unity中查看绑定在Player角色身上的脚本Player.cs

添加角色控制器组件,Character Controller

运行项目W/S键执行前后移动,右键控制前进方向,

空闲状态:

战斗状态:按E

鼠标左键连击,

鼠标左键一次,

鼠标左键两次,

鼠标左键三次,

鼠标左键四次,

鼠标左键五次,

战斗状态移动,W/S + 鼠标右键控制视角,

按E,解除战斗状态,

非战斗状态移动,

跳跃,空格键

战斗状态空格键是前滚,

测试完成,

End.