Unity利用AnimationCurve做物体的各种运动

​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
{
    public delegate void OverMoveEventHandler(GameObject gObj);
    public event OverMoveEventHandler OverMove;

    public delegate void RunTimeEventHandler(GameObject gObj,RunTimeEventArgs bte);
    public event RunTimeEventHandler RunTime;
    public class RunTimeEventArgs : System.EventArgs
    {
        public readonly float runTime;
        public readonly float totalTime;

        public RunTimeEventArgs (float rt,float tt)
        {
            runTime = rt;
            totalTime = tt;
        }
    }



    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 Vector2 moveEndPosition;
    public Vector3 MoveEndPosition
    {
        get{return moveEndPosition;}
    }


    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;

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


    /// <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);

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


    /// <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);

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


    /// <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;

        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;
        kfs[4].outTangent = curveCoefficient;

        kfs[5] = new Keyframe(moveTime*0.95f,maxHeight/6);
        kfs[5].inTangent = 0;
        kfs[5].outTangent = 0;
        
        kfs[6] = new Keyframe(moveTime,0);
        kfs[6].inTangent = -curveCoefficient;
        
        anmc = new AnimationCurve(kfs);

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



    void Update () {
        if(timeDelta <= moveTime){
            Vector3 ep = speed * timeDelta;
            
            if(anmc != null){
                ep.y += anmc.Evaluate(timeDelta);
            }
            
            transform.localPosition = ep;

            if(RunTime != null)RunTime(gameObject,new RunTimeEventArgs(timeDelta,moveTime));

            timeDelta += (Time.deltaTime);
        } else {
            if(RunTime != null)RunTime(gameObject,new RunTimeEventArgs(timeDelta,moveTime));
            if(OverMove != null)OverMove(gameObject);

            StopMove2D();
        }
    }


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

}

 

使用的时候只需要create你需要的运动就好:

OverMove事件在运动结束的时候发生;

RunTime事件在运动的每一帧发生,runTime是运动进行了多长时间,totalTime是传进去的那个运动总时间;

两个事件都会把gameObject传过去,可以利用它做一些处理;

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 mv2d = Move2D.createMove_Bounce3(gameObject,new Vector3(20,1,0),5f,4f);
        mv2d.OverMove += new Move2D.OverMoveEventHandler(overMove);
//        mv2d.RunTime += new Move2D.RunTimeEventHandler(moveTime);
    }


    private void overMove(GameObject gObj)
    {
        Debug.Log("结束移动");
    }

    private void moveTime(GameObject gObj,Move2D.RunTimeEventArgs rte)
    {
        Debug.Log("还有"+(rte.totalTime-rte.runTime)+"秒结束");
    }

没有什么难点主要是对AnimationCurve的运用

我只是 抛砖引玉 具体的运动效果是要你项目需求来做的。

博客园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。

欢迎转载收藏,转载著名出处!

posted @ 2015-07-30 17:54  忘殇  阅读(11713)  评论(0编辑  收藏