Unity3D研究院之FBX模型的载入与人物行走动画的播放

 3D 世界中自定义模型的使用恐怕是重中之重,因为系统自身提供的模型肯定是无法满足GD对游戏的策划,所以为了让游戏更加绚丽,我们须要调用美术制作的精品模型与动画,本章MOMO将带领盆友们学习Unity3D中模型的载入与动画的播放,哇咔咔~~

       由于MOMO手头上没有现成的模型,所以我将在Unity3D 官网中下载官方提供的游戏DEMO 中的模型来使用。另外官方提供了很多Unity3D 游戏DEMO,与详细的文档。可以帮助我们学习Unity.有兴趣的盆友可以去看看哈。

下载页面:http://unity3d.com/support/resources/  

本章博文的目的是利用上一章介绍的游戏摇杆来控制人物模型的移动,与行走动画的播放。

 

Unity3D研究院之FBX模型的载入与人物行走动画的播放_第1张图片

 

如上图所示Create中的文件夹male中存放着模型动画与贴图等,这个应该是美术提供给我们的。然后将整个male用鼠标拖动到左侧3D世界中,通过移动,旋转,缩放将人物模型放置在一个理想的位置。右侧红框内设置模型动画的属性。

Animation  

        idle1  该模型默认动画名称为idle1

Animations 

        size   该模型动画的数量

        Element 该模型的动画名称

Play Automatically 是否自动播放

Animation Physics 是否设置该模型物理碰撞

Animation Only if Visable 是否设置该模型仅自己显示

 

给该模型绑定一个脚本Controller.cs 用来接收摇杆返回的信息更新模型动画。

Controller.cs

view source
01 using UnityEngine;
02 using System.Collections;
03  
04 public class Controller : MonoBehaviour {
05  
06     //人物的行走方向状态
07     public const int HERO_UP= 0;
08     public const int HERO_RIGHT= 1;
09     public const int HERO_DOWN= 2;
10     public const int HERO_LEFT= 3;
11  
12     //人物当前行走方向状态
13     public int state = 0;
14  
15     //备份上一次人物当前行走方向状态
16     //这里暂时没有用到
17     public int backState = 0;
18  
19     //游戏摇杆对象
20     public MPJoystick moveJoystick; 
21  
22     //这个方法只调用一次,在Start方法之前调用
23     public void Awake() {
24  
25     }
26  
27     //这个方法只调用一次,在Awake方法之后调用
28     void Start () {
29         state = HERO_DOWN;
30     }
31  
32     void Update () {
33  
34     //获取摇杆控制的方向数据 上一章有详细介绍
35     float touchKey_x =  moveJoystick.position.x;
36     float touchKey_y =  moveJoystick.position.y; 
37  
38     if(touchKey_x == -1){
39        setHeroState(HERO_LEFT);
40  
41     }else if(touchKey_x == 1){
42        setHeroState(HERO_RIGHT);
43  
44     
45  
46     if(touchKey_y == -1){
47         setHeroState(HERO_DOWN);
48  
49     }else if(touchKey_y == 1){
50         setHeroState(HERO_UP);
51     
52  
53     if(touchKey_x == 0 && touchKey_y ==0){
54         //松开摇杆后播放默认动画,
55         //不穿参数为播放默认动画。
56         animation.Play();
57     }
58  
59     }
60  
61     public void setHeroState(int newState)
62     {
63  
64         //根据当前人物方向 与上一次备份方向计算出模型旋转的角度
65         int rotateValue = (newState - state) * 90;
66         Vector3 transformValue = new Vector3();
67  
68         //播放行走动画
69         animation.Play("walk");
70  
71         //模型移动的位移的数值
72         switch(newState){
73             case HERO_UP:
74                 transformValue = Vector3.forward * Time.deltaTime;
75             break;
76             case HERO_DOWN:
77                 transformValue = -Vector3.forward * Time.deltaTime;
78             break;
79             case HERO_LEFT:
80                 transformValue = Vector3.left * Time.deltaTime;
81  
82             break;
83             case HERO_RIGHT:
84                 transformValue = -Vector3.left * Time.deltaTime;
85             break;
86         }
87  
88         //模型旋转
89         transform.Rotate(Vector3.up, rotateValue);
90  
91         //模型移动
92         transform.Translate(transformValue, Space.World);
93  
94         backState = state;
95         state = newState;
96  
97     }
98  
99 }

 

上一章介绍了javaScript脚本使用游戏摇杆的方法,本章MOMO告诉大家使用C#脚本来使用游戏摇杆,上面我用 Controller.cs  C#脚本来接收系统提供的Joystick.js是肯定无法使用的,须要修改成.cs文件,我在国外的一个网站上看到了一个老外帮我们已经修改了,那么我将他修改后的代码贴出来方便大家学习,有兴趣的朋友可以研究研究。哇咔咔~

MPJoystick.cs

view source
001 using UnityEngine;
002  
003 /**
004  
005  * File: MPJoystick.cs
006  
007  * Author: Chris Danielson of (monkeyprism.com)
008  
009  *
010  
011 // USED TO BE: Joystick.js taken from Penelope iPhone Tutorial
012  
013 //
014  
015 // Joystick creates a movable joystick (via GUITexture) that
016  
017 // handles touch input, taps, and phases. Dead zones can control
018  
019 // where the joystick input gets picked up and can be normalized.
020  
021 //
022  
023 // Optionally, you can enable the touchPad property from the editor
024  
025 // to treat this Joystick as a TouchPad. A TouchPad allows the finger
026  
027 // to touch down at any point and it tracks the movement relatively
028  
029 // without moving the graphic
030  
031 */
032 [RequireComponent(typeof(GUITexture))]
033  
034 public class MPJoystick : MonoBehaviour
035  
036 {
037  
038 class Boundary {
039  
040 public Vector2 min = Vector2.zero;
041  
042 public Vector2 max = Vector2.zero;
043  
044 }
045 private static MPJoystick[] joysticks;   // A static collection of all joysticks
046  
047 private static bool enumeratedJoysticks = false;
048  
049 private static float tapTimeDelta = 0.3f;    // Time allowed between taps
050 public bool touchPad;
051  
052 public Vector2 position = Vector2.zero;
053  
054 public Rect touchZone;
055  
056 public Vector2 deadZone = Vector2.zero;  // Control when position is output
057  
058 public bool normalize = false; // Normalize output after the dead-zone?
059  
060 public int tapCount;    
061  
062 private int lastFingerId = -1;   // Finger last used for this joystick
063  
064 private float tapTimeWindow;     // How much time there is left for a tap to occur
065  
066 private Vector2 fingerDownPos;
067  
068 //private float fingerDownTime;
069  
070 //private float firstDeltaTime = 0.5f;
071 private GUITexture gui;
072  
073 private Rect defaultRect;    // Default position / extents of the joystick graphic
074  
075 private Boundary guiBoundary = new Boundary();   // Boundary for joystick graphic
076  
077 private Vector2 guiTouchOffset;  // Offset to apply to touch input
078  
079 private Vector2 guiCenter;   // Center of joystick
080 void Start() {
081  
082 gui = (GUITexture)GetComponent(typeof(GUITexture));
083 defaultRect = gui.pixelInset;
084  
085 defaultRect.x += transform.position.x * Screen.width;// + gui.pixelInset.x; // -  Screen.width * 0.5;
086  
087         defaultRect.y += transform.position.y * Screen.height;// - Screen.height * 0.5;
088 transform.position = Vector3.zero;
089 if (touchPad) {
090  
091 // If a texture has been assigned, then use the rect ferom the gui as our touchZone
092  
093 if ( gui.texture )
094  
095 touchZone = defaultRect;
096  
097 } else {
098  
099 guiTouchOffset.x = defaultRect.width * 0.5f;
100  
101 guiTouchOffset.y = defaultRect.height * 0.5f;
102 // Cache the center of the GUI, since it doesn't change
103  
104 guiCenter.x = defaultRect.x + guiTouchOffset.x;
105  
106 guiCenter.y = defaultRect.y + guiTouchOffset.y;
107 // Let's build the GUI boundary, so we can clamp joystick movement
108  
109 guiBoundary.min.x = defaultRect.x - guiTouchOffset.x;
110  
111 guiBoundary.max.x = defaultRect.x + guiTouchOffset.x;
112  
113 guiBoundary.min.y = defaultRect.y - guiTouchOffset.y;
114  
115 guiBoundary.max.y = defaultRect.y + guiTouchOffset.y;
116  
117 }
118  
119 }
120 public Vector2 getGUICenter() {
121  
122 return guiCenter;
123  
124 }
125 void Disable() {
126  
127 gameObject.active = false;
128  
129 //enumeratedJoysticks = false;
130  
131 }
132 private void ResetJoystick() {
133  
134 gui.pixelInset = defaultRect;
135  
136 lastFingerId = -1;
137  
138 position = Vector2.zero;
139  
140 fingerDownPos = Vector2.zero;
141  
142 }
143 private bool IsFingerDown() {
144  
145 return (lastFingerId != -1);
146  
147 }
148 public void LatchedFinger(int fingerId) {
149  
150 // If another joystick has latched this finger, then we must release it
151  
152 if ( lastFingerId == fingerId )
153  
154 ResetJoystick();
155  
156 }
157 void Update() {
158  
159 if (!enumeratedJoysticks) {
160  
161 // Collect all joysticks in the game, so we can relay finger latching messages
162  
163 joysticks = (MPJoystick[])FindObjectsOfType(typeof(MPJoystick));
164  
165 enumeratedJoysticks = true;
166  
167 }
168 int count = Input.touchCount;
169 if ( tapTimeWindow > 0 )
170  
171 tapTimeWindow -= Time.deltaTime;
172  
173 else
174  
175 tapCount = 0;
176 if ( count == 0 )
177  
178 ResetJoystick();
179  
180 else
181  
182 {
183  
184 for(int i = 0; i < count; i++) {
185  
186 Touch touch = Input.GetTouch(i);
187  
188 Vector2 guiTouchPos = touch.position - guiTouchOffset;
189 bool shouldLatchFinger = false;
190  
191 if (touchPad) {
192  
193 if (touchZone.Contains(touch.position))
194  
195 shouldLatchFinger = true;
196  
197 }
198  
199 else if (gui.HitTest(touch.position)) {
200  
201 shouldLatchFinger = true;
202  
203 }
204 // Latch the finger if this is a new touch
205  
206 if (shouldLatchFinger && (lastFingerId == -1 ¦¦ lastFingerId != touch.fingerId )) {
207 if (touchPad) {
208  
209 //gui.color.a = 0.15;
210  
211 lastFingerId = touch.fingerId;
212  
213 //fingerDownPos = touch.position;
214  
215 //fingerDownTime = Time.time;
216  
217 }
218 lastFingerId = touch.fingerId;
219  
220 // Accumulate taps if it is within the time window
221  
222 if ( tapTimeWindow > 0 )
223  
224 tapCount++;
225  
226 else {
227  
228 tapCount = 1;
229  
230 tapTimeWindow = tapTimeDelta;
231  
232 }
233 // Tell other joysticks we've latched this finger
234  
235 //for (  j : Joystick in joysticks )
236  
237 foreach (MPJoystick j in joysticks) {
238  
239 if (j != this)
240  
241 j.LatchedFinger( touch.fingerId );
242  
243 }
244  
245 }
246 if ( lastFingerId == touch.fingerId ) {
247  
248 // Override the tap count with what the iPhone SDK reports if it is greater
249  
250 // This is a workaround, since the iPhone SDK does not currently track taps
251  
252 // for multiple touches
253  
254 if ( touch.tapCount > tapCount )
255  
256 tapCount = touch.tapCount;
257 if ( touchPad ) {
258  
259 // For a touchpad, let's just set the position directly based on distance from initial touchdown
260  
261 position.x = Mathf.Clamp( ( touch.position.x - fingerDownPos.x ) / ( touchZone.width / 2 ), -1, 1 );
262  
263 position.y = Mathf.Clamp( ( touch.position.y - fingerDownPos.y ) / ( touchZone.height / 2 ), -1, 1 );
264  
265 } else {
266  
267 // Change the location of the joystick graphic to match where the touch is
268  
269 Rect r = gui.pixelInset;
270  
271 r.x =  Mathf.Clamp( guiTouchPos.x, guiBoundary.min.x, guiBoundary.max.x );
272  
273 r.y =  Mathf.Clamp( guiTouchPos.y, guiBoundary.min.y, guiBoundary.max.y );
274  
275 gui.pixelInset = r;
276  
277 }
278 if (touch.phase == TouchPhase.Ended ¦¦ touch.phase == TouchPhase.Canceled)
279  
280 ResetJoystick();
281  
282 }
283  
284 }
285  
286 }
287 if (!touchPad) {
288  
289 // Get a value between -1 and 1 based on the joystick graphic location
290  
291 position.x = ( gui.pixelInset.x + guiTouchOffset.x - guiCenter.x ) / guiTouchOffset.x;
292  
293 position.y = ( gui.pixelInset.y + guiTouchOffset.y - guiCenter.y ) / guiTouchOffset.y;
294  
295 }
296 // Adjust for dead zone
297  
298 var absoluteX = Mathf.Abs( position.x );
299  
300 var absoluteY = Mathf.Abs( position.y );
301  
302 if (absoluteX < deadZone.x) {
303  
304 // Report the joystick as being at the center if it is within the dead zone
305  
306 position.x = 0;
307  
308 }
309  
310 else if (normalize) {
311  
312 // Rescale the output after taking the dead zone into account
313  
314 position.x = Mathf.Sign( position.x ) * ( absoluteX - deadZone.x ) / ( 1 - deadZone.x );
315  
316 }
317 if (absoluteY < deadZone.y) {
318  
319 // Report the joystick as being at the center if it is within the dead zone
320  
321 position.y = 0;
322  
323 }
324  
325 else if (normalize) {
326  
327 // Rescale the output after taking the dead zone into account
328  
329 position.y = Mathf.Sign( position.y ) * ( absoluteY - deadZone.y ) / ( 1 - deadZone.y );
330  
331 }
332 }
333 }

导出 build and run  看看在iPhone 上的效果,通过触摸游戏摇杆可以控制人物的上,下,左,右 ,左上,右上,左下,右下 8个方向的移动啦,不错吧,哇咔咔~~

 

 

最后欢迎各位盆友可以和MOMO一起讨论Unity3D游戏开发,本来昨天就想发表这篇文章,结果晚上去打高尔夫球连挥N杆,打的回家后浑身酸痛,回家就睡觉啦~希望大家在学习的同时别忘了多运动。哇咔咔~~~ 附上Unity3D工程的下载地址,Xcode项目我就不上传了,须要的自己导出。

 

下载地址:http://vdisk.weibo.com/s/abvxH

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