Unity3D 冲锋效果、角色拖尾效果
Unity3D 冲锋效果、角色拖尾效果
发布时间:2017-01-04 来源:查字典编辑
摘要:《魔兽世界》,本人最喜欢的网络游戏,如果你玩过战士,你一定对战士的冲锋非常熟悉,现在接触Unity3D,因为最近用到了刀光、拖尾特效,所以就...

《魔兽世界》,本人最喜欢的网络游戏,如果你玩过战士,你一定对战士的冲锋非常熟悉,现在接触 Unity3D,因为最近用到了刀光、拖尾特效,所以就想做一个类似战士的冲锋效果,在本场景用到的拖尾效果可以查看我的另一篇文章,里面有详细的介绍,刀光效果来自 Unity3D Assets 商店,只是把原作者的例子代码整理了一下,变得非常简单实用的类。

最终效果如下:

Unity3D 冲锋效果、角色拖尾效果1

先来搭建我们的场景,如图:

Unity3D 冲锋效果、角色拖尾效果2

然后给角色的模型添加一个空对象,并且加上 MeshRender,并且设置好材质为 WeaponTrail,另外给这个空对象添加 WeaponTrail.cs 对象,设置好相关属性,如图:

Unity3D 冲锋效果、角色拖尾效果3

下面的代码是修改另一篇文章的 TrailsBladeMaster.cs 类,新的代码如下:

using UnityEngine;

using System.Collections;

using System.Collections.Generic;

[AddComponentMenu("PocketRPG/Blade Master")]

public class TrailsBladeMaster : MonoBehaviour

{

/// <summary>

/// 拖尾效果

/// </summary>

public WeaponTrail weaponSwipe;

public AnimationClip idleClip;

public AnimationClip runClip;

/// <summary>

/// 移动速度

/// </summary>

public float speed = 20.0f;

public Camera mainCamera;

private Animation animation;

protected TrailsAnimationController animationController;

protected CharacterController characterController;

/// <summary>

/// 运行状态

/// </summary>

private bool isMoving = false;

/// <summary>

/// 目标位置

/// </summary>

private Vector3 targetPosition;

/// <summary>

/// 移动向量

/// </summary>

private Vector3 moveDirection;

protected void Awake ()

{

this.animation = this.GetComponent<Animation> ();

this.animationController = this.GetComponent<TrailsAnimationController> ();

this.characterController = this.GetComponent<CharacterController> ();

this.animation.CrossFade (this.idleClip.name);

}

protected void Start ()

{

if (this.weaponSwipe != null) this.animationController.AddTrail (this.weaponSwipe);

}

protected void Update ()

{

if (!this.isMoving && Input.GetMouseButtonDown(0))

{

this.targetPosition = this.GetWorldPosition();

if(this.targetPosition != Vector3.zero)

{

this.isMoving = true;

this.moveDirection = (this.targetPosition - this.transform.position).normalized * this.speed;

this.transform.rotation = Quaternion.LookRotation(new Vector3(this.moveDirection.x, 0f, this.moveDirection.z));

this.animation.CrossFade(this.runClip.name);

if(this.weaponSwipe != null) this.weaponSwipe.StartTrail(1f, 0f);

}

}

if (this.isMoving)

{

if(!this.IsArrivePosition())

{

this.characterController.Move(this.moveDirection * Time.deltaTime);

}

else

{

this.animation.CrossFade(this.idleClip.name);

if(this.weaponSwipe != null) this.weaponSwipe.ClearTrail();

this.transform.position = this.targetPosition;

this.isMoving = false;

}

}

}

/// <summary>

/// 验证是否到达目标地点

/// </summary>

/// <returns><c>true</c> if this instance is arrive position; otherwise, <c>false</c>.</returns>

private bool IsArrivePosition()

{

Vector3 currentDirection = (this.targetPosition - this.transform.position).normalized;

if (this.CalculateNormalized (currentDirection) == this.CalculateNormalized (this.moveDirection) * -1)

{

return true;

}

return false;

}

/// <summary>

/// 规范化比较向量

/// </summary>

/// <returns>The normalized.</returns>

/// <param name="direction">Direction.</param>

private Vector3 CalculateNormalized(Vector3 direction)

{

Vector3 value = Vector3.zero;

value.x = direction.x > 0 ? 1 : -1;

value.z = direction.z > 0 ? 1 : -1;

return value;

}

/// <summary>

/// 获取世界位置

/// </summary>

/// <returns>The world position.</returns>

private Vector3 GetWorldPosition()

{

Ray ray = this.mainCamera.ScreenPointToRay(Input.mousePosition);

RaycastHit raycastHit;

if(Physics.Raycast(ray, out raycastHit))

{

if(raycastHit.collider.gameObject.name == "Terrain")

{

return raycastHit.point;

}

}

return Vector3.zero;

}

}

最后给角色对象挂载 TrailsAnimationController.cs 组件以及 TrailsBladeMaster.cs 组件,同时还需要添加一个角色控制器(CharacterController),因为我们用这个来驱动角色移动,如图:

Unity3D 冲锋效果、角色拖尾效果4

最后运行可以查看效果,点击地形,角色向目标点移动,并带有拖尾效果。

百度网盘下载地下:http://pan.baidu.com/s/1hqeiREO 密码: t41j

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