unity2D笔记-实现饥荒效果的2.5D游戏

教程来自B站大佬:https://www.bilibili.com/video/BV1DT4y1A7DJ?spm_id_from=333.337.search-card.all.click&vd_source=19df42746a97e8a5f29ac78388f521d5
在这里主要有2点感悟:
1.对于混合树了解更深刻了
2.人物向量转换关系
3.协程的使用

1.混合树控制人物移动

通过控制输入的x,y向量来控制人物的动画
unity2D笔记-实现饥荒效果的2.5D游戏_第1张图片

2.物体方向跟随镜头进行调整旋转角度

让子物体的旋转角度与相机旋转角度一致

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class FacingCarmera : MonoBehaviour
{
    Transform[] childs;
    // Start is called before the first frame update
    void Start()
    {
        childs = new Transform[transform.childCount];
        for (int i = 0; i < transform.childCount; i++)
        {
            childs[i] = transform.GetChild(i);
        }
    }

    // Update is called once per frame
    void Update()
    {
        for(int i = 0; i < childs.Length; i++)
        {
            childs[i].rotation = Camera.main.transform.rotation;//让节点上的子物体与相机旋转角一致
        }
    }
}

3.通过手柄摇杆LB RB来转动视角

视角转动脚本

using System.Collections;
using System.Collections.Generic;
using SK.Framework;
using UnityEngine;

public class RotateCarmera: MonoBehaviour
{
    public float rotateTime = 0.2f;//旋转所花费时间
    private Transform player;
    private bool isRotating = false;
    void Start()
    {
        player = GameObject.FindGameObjectWithTag("Player").transform;
    }

    // Update is called once per frame
    void Update()
    {
        transform.position = player.position;
        Rotate();
    }
    void Rotate()
    {
        if (Input.GetKeyDown(KeyCode.Q) ||Input.GetKeyDown(XBox.LB) && !isRotating)
        {
            StartCoroutine(RotateAround(-45, rotateTime));
        }
        if (Input.GetKeyDown(KeyCode.E)|| Input.GetKeyDown(XBox.RB) && !isRotating)
        {
            StartCoroutine(RotateAround(45, rotateTime));
        }
    }
    //使用协程函数来更新镜头旋转角度 
    IEnumerator RotateAround(float angel,float time)
    {
        float number = 60 * time;
        float nextAngel = angel / number;
        isRotating = true;
        for(int i = 0; i < number; i++)
        {
            transform.Rotate(new Vector3(0, 0, nextAngel));
            yield return new WaitForFixedUpdate();//暂停执行 等到下一帧时继续执行下个循环
            //默认FixedUpdate()一秒更新60帧
            //使用其他频率 修改number前帧数 例如100 这里使用waitforseconds(0.01f)

        }
        isRotating = false;
    }
}

手柄摇杆对照脚本

using UnityEngine;

namespace SK.Framework
{
    /// 
    /// XBox按键
    /// 
    public class XBox
    {
        /// 
        /// 左侧摇杆水平轴
        /// X axis
        /// 
        public const string LeftStickHorizontal = "LeftStickHorizontal";
        /// 
        /// 左侧摇杆垂直轴
        /// Y axis
        /// 
        public const string LeftStickVertical = "LeftStickVertical";
        /// 
        /// 右侧摇杆水平轴
        /// 4th axis
        /// 
        public const string RightStickHorizontal = "RightStickHorizontal";
        /// 
        /// 右侧摇杆垂直轴
        /// 5th axis
        /// 
        public const string RightStickVertical = "RightStickVertical";
        /// 
        /// 十字方向盘水平轴
        /// 6th axis
        /// 
        public const string DPadHorizontal = "DPadHorizontal";
        /// 
        /// 十字方向盘垂直轴
        /// 7th axis
        /// 
        public const string DPadVertical = "DPadVertical";
        /// 
        /// LT
        /// 9th axis
        /// 
        public const string LT = "LT";
        /// 
        /// RT
        /// 10th axis
        /// 
        public const string RT = "RT";
        /// 
        /// 左侧摇杆按键
        /// joystick button 8
        /// 
        public const KeyCode LeftStick = KeyCode.JoystickButton8;
        /// 
        /// 右侧摇杆按键
        /// joystick button 9
        /// 
        public const KeyCode RightStick = KeyCode.JoystickButton9;
        /// 
        /// A键
        /// joystick button 0
        /// 
        public const KeyCode A = KeyCode.JoystickButton0;
        /// 
        /// B键
        /// joystick button 1
        /// 
        public const KeyCode B = KeyCode.JoystickButton1;
        /// 
        /// X键
        /// joystick button 2
        /// 
        public const KeyCode X = KeyCode.JoystickButton2;
        /// 
        /// Y键
        /// joystick button 3
        /// 
        public const KeyCode Y = KeyCode.JoystickButton3;
        /// 
        /// LB键
        /// joystick button 4
        /// 
        public const KeyCode LB = KeyCode.JoystickButton4;
        /// 
        /// RB键
        /// joystick button 5
        /// 
        public const KeyCode RB = KeyCode.JoystickButton5;
        /// 
        /// View视图键
        /// joystick button 6
        /// 
        public const KeyCode View = KeyCode.JoystickButton6;
        /// 
        /// Menu菜单键
        /// joystick button 7
        /// 
        public const KeyCode Menu = KeyCode.JoystickButton7;
    }
}

4.人物的控制脚本

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Player : MonoBehaviour
{
    public float speed;
    new private Rigidbody2D rigidbody;
    private Animator animator;
    private float inputX, inputY;
    //private Vector3 offset;
    void Start()
    {
       // offset = Camera.main.transform.position - transform.position; 
        rigidbody = GetComponent<Rigidbody2D>();
        animator = GetComponent<Animator>();
    }

    // Update is called once per frame
    void Update()
    {
        inputX = Input.GetAxisRaw("Horizontal");
        inputY = Input.GetAxisRaw("Vertical");
        Vector2 input = (inputX*transform.right + inputY*transform.up).normalized; //标准化到0 1 
        rigidbody.velocity = input * speed;
        if (input != Vector2.zero)
        {
            animator.SetBool("IsMoving", true);
        }
        else
        {
            animator.SetBool("IsMoving", false);
        }
        animator.SetFloat("InputX", inputX);
        animator.SetFloat("InputY", inputY);
      //  Camera.main.transform.position = transform.position + offset;
    }
}

修改 Vector2 input = new Vector2(inputX, inputY).normalized;
到 的解释:
inputX和inputY是基于世界坐标系的参数,如果当自身坐标系和世界坐标系发生偏转时(按下LB或者RB)如下图所示,使用INPUTX 的参数也仅仅会让物体基于世界坐标移动,人物斜着走。
unity2D笔记-实现饥荒效果的2.5D游戏_第2张图片
因此需要对人物基于自身坐标进行矫正:
假设人物要向其自身坐标系的Y轴移动
unity2D笔记-实现饥荒效果的2.5D游戏_第3张图片
归一化是保证速度不会跟随方向的变化而动态变化,详细见相关文章:为什么要使用Vector2().normalized()

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