Unity3d 制作物品平滑运动
直接贴代码了
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 | using UnityEngine; using System; using System.Collections; using System; using DataTable; public class ObjDropItem : ObjBase { //类型 public override OBJ.TYPE GetObjType() { return OBJ.TYPE.DROPITEM; } public const float MAXSPEED = 20; enum State { Load, Delay, Droping, StayOnGround, Pickup, FlyToPlayer, Destory, } //外置表现参数 [Tooltip( "飞到玩家身上那个高度位置" )] public float PlayerOffset = 1.4f; [Tooltip( "开启安全模式(TotalLifeTime秒后强制删除)" )] public bool SafeMode = true ; [Tooltip( "存在最长时间(秒)" )] public float TotalLifeTime = 300; [Tooltip( "掉落都地上高度" )] public float DropHight = 0.5f; [Tooltip( "掉落都地上用时" )] public float DropTime = 0.3f; [Tooltip( "多长时间后出现" )] public float DelayTime = 0.5f; [Tooltip( "自动拾取距离" )] public float AutoPickUpDistance = 2.0f; [Tooltip( "在地上呆的时间" )] public float DropOverDelayTime = 0.2f; [Tooltip( "物品速度" )] [Range(0, 15)] public float MoveSpeed = 10.0f; [Tooltip( "距离多少是已经飞到玩家身上" )] public float MaxDistance = 0.2f; [Tooltip( "控制点离我的直线距离" )] public float ControlPointOffsetDistance = 3.0f; [Tooltip( "控制点高度" )] public float ControlPointOffsetHeight = 2.0f; [Tooltip( "控制点速度,必须要大于物品速度" )] [Range(15, 25)] public float ControlPointSpeed = 15.0f; [Tooltip( "速度增量" )][Range(0,2)] public float AccSpeed = 0.1f; DropItemController mController; //状态 private State mState = State.Load; //生命时间 private DateTime mLifeTime = DateTime.Now; //是否可以自动拾取 private bool mCanAutoPickup = false ; //拥有者id private bool mOwnerIsMe; //拥有者拾取保护时间 private DateTime mOwnerPickUpProtectionTime; //飞往目标点(也就是服务端实际坐标) private Vector3 mTargetPos; //控制点 private Vector3 mControlPoint; //控制点 private bool mControlPointReached; //控制点速度 private float mControlPointMoveSpeed; //移动速度 private float mMoveSpeed; public virtual void Awake() { #if !UNITY_EDITOR try { #endif base .Awake(); #if !UNITY_EDITOR } catch (Exception ex) { Logger.Error(ex.ToString()); } #endif } //重置 public override void Reset() { base .Reset(); mState = State.Load; mLifeTime = DateTime.Now.AddSeconds(TotalLifeTime); mCanAutoPickup = false ; mOwnerPickUpProtectionTime = DateTime.Now; } //初始化 public override bool Init(InitBaseData initData, Action callback = null ) { base .Init(initData); Reset(); InitDropItemData data = initData as InitDropItemData; mOwnerIsMe = false ; mCanAutoPickup = false ; var player = ObjManager.Instance.MyPlayer; if (player) { if (player.GetObjId() == data.Owner) { mOwnerIsMe = true ; mCanAutoPickup = true ; } } mOwnerPickUpProtectionTime = DateTime.Now.AddSeconds(data.RemianSeconds); mLifeTime = DateTime.Now.AddSeconds(TotalLifeTime); float height = GameLogic.Instance.Scene.GetTerrainHeight(data.TargetPos) + 0.1f; mTargetPos = new Vector3(data.TargetPos.x, height, data.TargetPos.y); LoadRes(() => { if ( true != data.PlayDrop) { //需要播放掉落动画 Position = mTargetPos; mState = State.StayOnGround; } else { //不需要播放掉落动画 this .StartCoroutine(Delay()); mState = State.Delay; } if ( null != callback) callback(); mController = mModel.GetComponent<DropItemController>(); if ( null != mController) { mController.ShowModel( true ); mController.ShowEffect( false ); } }); return true ; } //是否可以被拾取 public bool CanPickup() { if (State.StayOnGround != mState && State.Pickup != mState) { //只有停留在地上这种状态才能被拾取 return false ; } if (DateTime.Now<mOwnerPickUpProtectionTime) { //当前时间在拥有者保护时间内 return mOwnerIsMe; } else { //过了拥有者保护时间谁都可以拾取 return true ; } } void Update () { #if !UNITY_EDITOR try { #endif if ( true ==SafeMode) { if (DateTime.Now > mLifeTime) { //为了安全,怎么也该消失了 Logger.Warn( "Drop item[{0}] stays too long" , mObjId); mState = State.Destory; if (ObjManager.Instance.FindObjById(mObjId).Equals( this )) { ObjManager.Instance.RemoveObj(mObjId); } else { base .Destroy(); } return ; } } var player = ObjManager.Instance.MyPlayer; if ( null == player) return ; if (State.StayOnGround == mState) { //停在地上 if (CanPickup() && mCanAutoPickup) { //可以自动拾取 float distance = Vector2.Distance(player.Position.xz(), Position.xz()); if (distance <= AutoPickUpDistance) { //距离足够近 var control = UIManager.Instance.GetController(UIConfig.SettingUI); if (( bool )control.CallFromOtherClass( "CanPiackUpItem" , new object [] { mDataId })) { //是否可拾取这种类型物品 Pickup(); } mCanAutoPickup = false ; } } } else if (State.FlyToPlayer == mState) { //我拾取成功,物品正在往我身上飞 var delta = Time.deltaTime; var temp = player.Position; temp.y += PlayerOffset; //控制点朝着主角飞 if (!mControlPointReached) { float distance = Vector2.Distance(temp, mControlPoint); if (distance <= MaxDistance) { //当前已经飞到了 mControlPointReached = true ; } else { mControlPointMoveSpeed += delta * AccSpeed; mControlPointMoveSpeed = Math.Min(mControlPointMoveSpeed, MAXSPEED); float moveDis = mControlPointMoveSpeed * delta; if (moveDis >= distance) { //这一步就飞到了 mControlPointReached = true ; } else { //继续移动 var controlPointDir = (temp - mControlPoint).normalized; mControlPoint += controlPointDir * moveDis; } } } if (mControlPointReached) { mControlPoint = temp; } { //自己朝着控制点飞 float dis = Vector3.Distance(mControlPoint, Position); if (dis <= MaxDistance && mControlPointReached) { mState = State.Destory; Destroy(); return ; } else { mMoveSpeed += AccSpeed * delta; mMoveSpeed = Math.Min(mMoveSpeed, MAXSPEED); float moveDis = mMoveSpeed * delta; if (moveDis>=dis) { Position = mControlPoint; if (mControlPointReached) { mState = State.Destory; Destroy(); return ; } } else { var dir = (mControlPoint - Position).normalized; Position = Position + dir * moveDis; } } } } #if !UNITY_EDITOR } catch (Exception ex) { Logger.Error(ex.ToString()); } #endif } //拾取 public void Pickup() { if (CanPickup()) { NetManager.Instance.SendPickUpItemRequest(GetObjId()); mState = State.Pickup; } mCanAutoPickup = false ; } protected virtual void LoadRes(Action callback = null ) { string prafabPath = "" ; var table = Table.GetItemBase(mDataId); if ( null ==table) { Logger.Error( "NULL==Table.GetItemBase({0})" , mDataId); } else { var tableDrop = Table.GetDropModel(table.DropModel); if ( null == tableDrop) { Logger.Error( "NULL==Table.GetDropModel({0})" , table.DropModel); } else { prafabPath = tableDrop.ModelPath; } } if ( "" == prafabPath) { Logger.Error( "null==prafabPath)" ); return ; } UniqueResourceId = GetNextUniqueResourceId(); var resId = UniqueResourceId; ComplexObjectPool.NewObject(prafabPath, model => { if (resId != UniqueResourceId) { return ; } SetModel(model); //SetScale((float)tableDrop.aScale); 这个缩放放到prefab上 if ( null != callback) { callback(); } }); } void PlayDropSound() { var table = Table.GetItemBase(mDataId); if ( null != table) { var tableDrop = Table.GetDropModel(table.DropModel); if ( null != tableDrop) { SoundManager.Instance.PlaySoundEffect(tableDrop.SoundId); } } } IEnumerator Delay() { mState = State.Delay; var renderers = mModel.GetComponentsInChildren<Renderer>(); foreach ( var renderer in renderers) { renderer.enabled = false ; } yield return new WaitForSeconds(DelayTime); foreach ( var renderer in renderers) { renderer.enabled = true ; } DropToTargetPos(); } void DropToTargetPos() { mState = State.Droping; Vector3[] paths= new Vector3[3]; paths[0] = Position; paths[1] = (mTargetPos+Position)/2; paths[1].y = Position.y + DropHight; paths[2] = mTargetPos; iTween.MoveTo(gameObject, iTween.Hash( "path" , paths, "movetopath" , true , "orienttopath" , false , "time" , DropTime, "easetype" , iTween.EaseType.linear, "oncomplete" , "DropOver" )); } void DropOver() { this .StartCoroutine(DropOverStay()); } IEnumerator DropOverStay() { yield return new WaitForSeconds(DropOverDelayTime); mState = State.StayOnGround; PlayDropSound(); } public override void Destroy() { if (State.FlyToPlayer==mState) { return ; } base .Destroy(); } public void FlyToPlayer() { if ( null != mController) { mController.ShowModel( false ); mController.ShowEffect( true ); } var myPos = ObjManager.Instance.MyPlayer.Position; var dir = (Position-myPos).normalized; mControlPoint = Position + dir * ControlPointOffsetDistance; mControlPoint.y += ControlPointOffsetHeight; mControlPointMoveSpeed = ControlPointSpeed; mMoveSpeed = MoveSpeed; mControlPointReached = false ; mState=State.FlyToPlayer; } } |
分类:
Unity3D
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