u3d

Unity3D Mecanim高级动画系统详解

2017-03-23  本文已影响325人  TonyWan_AR

一、动画模型的导入

二、模型的设置

三、属性面板相关参数介绍

四、状态机的初步使用

五、添加动画连招必杀技事件

六、动画层应用

七、动画融合树


八、遮罩

动画1-必杀技 动画2-奔跑 主角一边奔跑一边出必杀技 (遮罩)

九、IK反向动力学

反向动力学:子物体带动父物体运动

IKController关键代码

public class IKController : MonoBehaviour
{
    private Animator ani;
    public bool isOpenIK = false;
    public Transform lookAtObj;
    public Transform leftHandObj;
    // Use this for initialization
    private void Start()
    {
        ani = this.GetComponent<Animator>();

    }

    private void OnAnimatorIK()
    {
        if (ani)
        {
            if (isOpenIK)
            {
                if (lookAtObj != null)
                {
                    ani.SetLookAtWeight(1f);
                    ani.SetLookAtPosition(lookAtObj.position);
                }
                else
                {
                    ani.SetLookAtWeight(0f);
                }
                if (leftHandObj != null)
                {
                    ani.SetIKPositionWeight(AvatarIKGoal.LeftHand, 1f);
                    ani.SetIKRositionWeight(AvatarIKGoal.LeftHand, 1f);

                    ani.SetIKPosition(AvatarIKGoal.LeftHand, leftHandObj.position);
                    ani.SetIKRotation(AvatarIKGoal.LeftHand, leftHandObj.rotation);
                }
                else
                {
                    ani.SetIKPositionWeight(AvatarIKGoal.LeftHand, 0);
                    ani.SetIKRositionWeight(AvatarIKGoal.LeftHand, 0);
                }

            }

        }

    }
}

IK反向动力

十、运动重定向


运动重定向 运动重定向

关键代码

public class StoneKingController : MonoBehaviour
{

    private Animator ani;
    AnimatorStateInfo stateInfor;
    bool isCanPlaySkill=false;
    // Use this for initialization
    void Start ()
    {
        ani = this.GetComponent<Animator>();
    }
    
    // Update is called once per frame
    void Update ()
    {
        if (ani)
        {   
            stateInfor =ani.GetCurrentAnimatorStateInfo(0);

            //if (Input.GetKeyDown(KeyCode.W))
           // {
            //  if (!stateInfor.IsName("Walk")) 
            //  {
            //      ani.SetBool("Walk",true);
            //  }
            //  else
            //  {
            //      ani.SetBool("Walk",false);
             //}

                
             // }
            if (Input.GetKeyDown(KeyCode.A))
            {
                ani.SetTrigger("Attack1");
            }
            if (Input.GetKeyDown(KeyCode.S))
            {
                if (stateInfor.normalizedTime>0.5f&&stateInfor.normalizedTime<0.8f)
                {
                    ani.SetTrigger("Attack2");
                }
                //if (isCanPlaySkill)
                //{
                    //ani.SetTrigger("Attack2");
                //}

            }
            if (Input.GetKeyDown(KeyCode.D)) 
            {
                ani.SetTrigger("Death");
            }
            if (Input.GetKeyDown(KeyCode.E))
            {
                ani.SetTrigger("Exit");
            }
            //Run2
            if (Input.GetKeyDown(KeyCode.Z))
            {
                ani.SetBool("Run2",true);
            }
            //idle2
            if (Input.GetKeyDown(KeyCode.I)) 
            {
                ani.SetBool("Idle2",true);
            }
            //walk2
            if (Input.GetKeyDown(KeyCode.O)) 
            {
                ani.SetBool("Walk2",true);
            }
            if (Input.GetKeyDown(KeyCode.Q))
            {
                ani.SetBool("Idle2",false);
                ani.SetBool("Walk2",false);
                ani.SetTrigger("QuitCurrentLayer");
            } 
            float v=Input.GetAxis("Vertical");//-1~1
            ani.SetFloat("Blend",v,1f,Time.deltaTime);
        }
    }
    void StartSkillEvent()
    {
        //Debug.Log ("可以连招了");
        isCanPlaySkill = true;
    }
    void StopSkillEvent()
    {
        //Debug.Log ("不可以连招了");
        isCanPlaySkill = false;
    }
}
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