Unity利用AnimationCurve做物体的各种运动 – 忘殇

​之前一直都是自己学习Unity各种做Demo,最近开始正式使用Unity来做一个款2d的游戏。

其中在做一个类似小球弹跳运动的时候遇到了点问题,查找了很多资料,无意间发现AnimationCurve,顿时那种心情啊!

然后苦心钻研了一翻 抛砖引玉 的写了个Move2D的类主要是个大家一个思路。

不多说上正菜:

直线平移运动效果:

曲线上升运动效果:

曲线上升然后下降的弧线运动效果:

小球弹跳运动效果:

 

下面是C#代码,由于之前一直用Cocos2d-x所以有点cocos的风格:

using UnityEngine;
using System.Collections;

public class Move2D : MonoBehaviour {

private float moveTime = 0;
private Vector3 speed;
private float timeDelta = 0;

private AnimationCurve anmc = null;

private bool isMoveRuning = false;
public bool IsMoveRuning
{
get{return isMoveRuning;}
}

private static Move2D createMove(GameObject runObj)
{
Move2D move2d
= runObj.GetComponent<Move2D>();

if(move2d == null){
move2d
= runObj.AddComponent<Move2D>();
}
else {
//可以在这地方做标志达到动作序列,动作融合等等
}

return move2d;
}

/// <summary>
/// 创建一个轨迹是直线的运动
/// </summary>
/// <returns>返回 Move2D 运动实例</returns>
/// <param name=”runObj”>执行运动的物体</param>
/// <param name=”endPostion”>运动的终点</param>
/// <param name=”moveTime”>运动的时间</param>
public static Move2D createMove_Line(GameObject runObj,Vector3 endPostion,float moveTime)
{
Move2D move2d
= createMove(runObj);
move2d.initMove_Line(endPostion,moveTime);

return move2d;
}

private void initMove_Line (Vector3 endPostion,float moveTime)
{
//直线运动不需要曲线进行y方向位移
anmc = null;

isMoveRuning = true;
speed
= endPostion / moveTime;
timeDelta
= 0;
this.moveTime = moveTime;
}

/// <summary>
/// 创建一个轨迹是曲线上升的运动
/// </summary>
/// <returns>返回 Move2D 运动实例</returns>
/// <param name=”runObj”>执行运动的物体</param>
/// <param name=”endPostion”>运动的终点</param>
/// <param name=”moveTime”>运动的时间</param>
/// <param name=”maxHeight”>曲线的最大高度,在这个运动中指的是物体最终停留的高度</param>
/// <param name=”curveCoefficient”>曲线弧度系数.默认有一个系数计算方法,但是我只测试了高度为1-10的情况.如果运动曲线不是你期望的那么传入你需要的参数</param>
public static Move2D createMove_CurveUp(GameObject runObj,Vector3 endPostion,float moveTime,float maxHeight,float curveCoefficient = –999999f)
{
Move2D move2d
= createMove(runObj);

//测试范围 1-10 都没有问题,如果有问题的话自己传入curveCoefficient
if(curveCoefficient == –999999f){
curveCoefficient
= maxHeight * 0.5f;
}

move2d.initMove_CurveUp(endPostion,moveTime,maxHeight,curveCoefficient);

return move2d;
}

private void initMove_CurveUp (Vector3 endPostion,float moveTime,float maxHeight,float curveCoefficient)
{
//以下注释内容引用自 风宇冲的博客
//http://blog.sina.com.cn/s/blog_471132920101f8nv.html
//脚本创建AnimationCurve
//AnimationCurve可以理解为2部分 (1)键序列 (2)左右循环模式(又作左右包裹模式)
//一:键序列
//创建键序列:Keyframe[] ks = new Keyframe[3];
//曲线中加入键序列:AnimationCurve curve = new AnimationCurve(ks);
//获取曲线中的键序列:curve[index] 或者 curve.keys[index]
//添加单键:curve.Addkey(time,value)
//删除单键:curve.RemoveKey(index)
//二:左右循环
//anim.preWrapMode = WrapMode.Loop;
//anim.postWrapMode = WrapMode.Once;
//三:键
//Keyframe kf = new Keyframe(time,value);
//kf.inTangent = 45;
//kf.outTangent = 45;

Keyframe[] kfs = new Keyframe[2];

kfs[0] = new Keyframe(0,0);
kfs[
0].outTangent = curveCoefficient;

kfs[1] = new Keyframe(moveTime,maxHeight);

anmc = new AnimationCurve(kfs);

isMoveRuning = true;
speed
= endPostion / moveTime;
timeDelta
= 0;
this.moveTime = moveTime;
}

/// <summary>
/// 创建一个轨迹是曲线上升到最大高度后下降的运动,当终点等于起点的时候就是原地跳跃
/// </summary>
/// <returns>返回 Move2D 运动实例</returns>
/// <param name=”runObj”>执行运动的物体</param>
/// <param name=”endPostion”>运动的终点</param>
/// <param name=”moveTime”>运动的时间</param>
/// <param name=”maxHeight”>曲线的最大高度,在这个运动中指的是物体运动轨迹的最大高度</param>
/// <param name=”curveCoefficient”>曲线弧度系数.默认有一个系数计算方法,但是我只测试了高度为1-10的情况.如果运动曲线不是你期望的那么传入你需要的参数</param>
public static Move2D createMove_CurveUpDown(GameObject runObj,Vector3 endPostion,float moveTime,float maxHeight,float curveCoefficient = –999999f)
{
Move2D move2d
= createMove(runObj);

//测试范围 1-10 都没有问题,如果有问题的话自己传入curveCoefficient
if(curveCoefficient == –999999f){
if(maxHeight >= 3)curveCoefficient = ((maxHeight-3f) * 0.5f) + 2.5f;
else {
curveCoefficient
= maxHeight * 0.5f;
}
}

move2d.initMove_CurveUpDown(endPostion,moveTime,maxHeight,curveCoefficient);

return move2d;
}

private void initMove_CurveUpDown (Vector3 endPostion,float moveTime,float maxHeight,float curveCoefficient)
{
Keyframe[] kfs
= new Keyframe[3];

kfs[0] = new Keyframe(0,0);
kfs[
0].outTangent = curveCoefficient;

kfs[1] = new Keyframe(moveTime/2,maxHeight);
kfs[
1].inTangent = 0f;
kfs[
1].outTangent = 0f;

kfs[2] = new Keyframe(moveTime,0);
kfs[
2].inTangent = –curveCoefficient;

anmc = new AnimationCurve(kfs);

isMoveRuning = true;
speed
= endPostion / moveTime;
timeDelta
= 0;
this.moveTime = moveTime;
}

/// <summary>
/// 创建一个轨迹是落地弹跳小球的运动
/// </summary>
/// <returns>返回 Move2D 运动实例</returns>
/// <param name=”runObj”>执行运动的物体</param>
/// <param name=”endPostion”>运动的终点</param>
/// <param name=”moveTime”>运动的时间</param>
/// <param name=”maxHeight”>曲线的最大高度,在这个运动中指的是物体运动轨迹的第一个波峰高度,第二个波峰高度是最大高度的1/3,第三个波峰最大高度是第一个的1/5</param>
/// /// <param name=”curveCoefficient”>曲线弧度系数.默认有一个系数计算方法,但是我只测试了高度为1-10的情况.如果运动曲线不是你期望的那么传入你需要的参数</param>
public static Move2D createMove_Bounce3(GameObject runObj,Vector3 endPostion,float moveTime,float maxHeight,float curveCoefficient = –999999f)
{
Move2D move2d
= createMove(runObj);

//测试范围 1-10 都没有问题,如果有问题的话自己传入curveCoefficient
if(curveCoefficient == –999999f){
curveCoefficient
= maxHeight;
}

move2d.initMove_Bounce3(endPostion,moveTime,maxHeight,curveCoefficient);

return move2d;
}

private void initMove_Bounce3 (Vector3 endPostion,float moveTime,float maxHeight,float curveCoefficient)
{
Keyframe[] kfs
= new Keyframe[7];

kfs[0] = new Keyframe(0,0);
kfs[
0].outTangent = curveCoefficient;

kfs[1] = new Keyframe(moveTime*0.35f,maxHeight);
kfs[
1].inTangent = 0;
kfs[
1].outTangent = 0;

kfs[2] = new Keyframe(moveTime*0.7f,0);
kfs[
2].inTangent = –curveCoefficient;
kfs[
2].outTangent = curveCoefficient/2f;

kfs[3] = new Keyframe(moveTime*0.8f,maxHeight/3);
kfs[
3].inTangent = 0;
kfs[
4].outTangent = 0;

kfs[4] = new Keyframe(moveTime*0.9f,0);
kfs[
4].inTangent = -curveCoefficient/2f;
kfs[
4].outTangent = curveCoefficient/2f;

kfs[5] = new Keyframe(moveTime*0.95f,maxHeight/5);
kfs[
5].inTangent = 0;
kfs[
5].outTangent = 0;

kfs[6] = new Keyframe(moveTime,0);
kfs[
6].inTangent = -curveCoefficient/2f;

anmc = new AnimationCurve(kfs);

isMoveRuning = true;
speed
= endPostion / moveTime;
timeDelta
= 0;
this.moveTime = moveTime;
}

void Update () {
if(timeDelta <= moveTime){
Vector3 ep
= speed * timeDelta;

if(anmc != null){
ep.y
+= anmc.Evaluate(timeDelta);
}

transform.localPosition = ep;

timeDelta += (Time.deltaTime);
}
else {
StopMove2D();
}
}

public void StopMove2D()
{
Destroy(
this);
isMoveRuning
= false;
}

}

使用的时候create你需要的运动就好:

void Start () {

// Move2D.createMove_Line(gameObject,new Vector3(10,5,0),5f);
// Move2D.createMove_CurveUp(gameObject,new Vector3(10,2,0),5f,2f);
Move2D.createMove_CurveUpDown(gameObject,new Vector3(10,3,0),5f,3f);
// Move2D.createMove_Bounce3(gameObject,new Vector3(10,1,0),5f,4f);

}

没有什么难点主要是对AnimationCurve的运用

我只是 抛砖引玉 具体是要你项目需求,比如运动结束的回调等等我还没有添加。

这里不知道怎么上传附件,如果需要看Demo的话去这里​的附件下载把,如果有后面有更新我也会放在这里的。

最后感谢风宇冲的博客提供的帮助,如果有具体不知道怎么操作的小伙伴可以去看这个博客,里面详细的介绍了怎么用AnimationCurve。

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