Unity 进行曲线轨迹自定义,以及根据自定义曲线轨迹运动

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Hello ,I am KitStar


1. 当你需要相机镜头根据特定轨迹运动。或者一些AI的特定轨迹运动的时候。就可以用到下面的脚本了

一下方法来自官方案例
直接代码喽。你需要做的就是,复制到你的项目中。拖在脚本上,你就知道他怎么用了。


一共两个脚本,一个是自定义轨迹的,另一个是使对象根据轨迹运动的。

  1. 脚本WaypointCircuit 。自定义轨迹。把脚本拖在一个父级上面。然后在子级添加 轨迹对象作为轨迹 顶点。脚本上的按键Assign using all child objects按下之后。就会把子级对象 作为 曲线的每个顶点。然后生成曲线轨迹运动

    using System;using System.Collections;using UnityEngine;    #if UNITY_EDITORusing UnityEditor;    #endifnamespace UnityStandardAssets.Utility{    public class WaypointCircuit : MonoBehaviour    {        public WaypointList waypointList = new WaypointList();        [SerializeField] private bool smoothRoute = true;        private int numPoints;        private Vector3[] points;        private float[] distances;    public float editorVisualisationSubsteps = 100;    public float Length { get; private set; }    public Transform[] Waypoints    {        get { return waypointList.items; }    }    //this being here will save GC allocs    private int p0n;    private int p1n;    private int p2n;    private int p3n;    private float i;    private Vector3 P0;    private Vector3 P1;    private Vector3 P2;    private Vector3 P3;    // Use this for initialization    private void Awake()    {        if (Waypoints.Length > 1)        {            CachePositionsAndDistances();        }        numPoints = Waypoints.Length;    }    public RoutePoint GetRoutePoint(float dist)    {        // position and direction        Vector3 p1 = GetRoutePosition(dist);        Vector3 p2 = GetRoutePosition(dist + 0.1f);        Vector3 delta = p2 - p1;        return new RoutePoint(p1, delta.normalized);    }    public Vector3 GetRoutePosition(float dist)    {        int point = 0;        if (Length == 0)        {            Length = distances[distances.Length - 1];        }        dist = Mathf.Repeat(dist, Length);        while (distances[point] < dist)        {            ++point;        }        // get nearest two points, ensuring points wrap-around start & end of circuit        p1n = ((point - 1) + numPoints)%numPoints;        p2n = point;        // found point numbers, now find interpolation value between the two middle points        i = Mathf.InverseLerp(distances[p1n], distances[p2n], dist);        if (smoothRoute)        {            // smooth catmull-rom calculation between the two relevant points            // get indices for the surrounding 2 points, because            // four points are required by the catmull-rom function            p0n = ((point - 2) + numPoints)%numPoints;            p3n = (point + 1)%numPoints;            // 2nd point may have been the 'last' point - a dupe of the first,            // (to give a value of max track distance instead of zero)            // but now it must be wrapped back to zero if that was the case.            p2n = p2n%numPoints;            P0 = points[p0n];            P1 = points[p1n];            P2 = points[p2n];            P3 = points[p3n];            return CatmullRom(P0, P1, P2, P3, i);        }        else        {            // simple linear lerp between the two points:            p1n = ((point - 1) + numPoints)%numPoints;            p2n = point;            return Vector3.Lerp(points[p1n], points[p2n], i);        }    }    private Vector3 CatmullRom(Vector3 p0, Vector3 p1, Vector3 p2, Vector3 p3, float i)    {        // comments are no use here... it's the catmull-rom equation.        // Un-magic this, lord vector!        return 0.5f*               ((2*p1) + (-p0 + p2)*i + (2*p0 - 5*p1 + 4*p2 - p3)*i*i +                (-p0 + 3*p1 - 3*p2 + p3)*i*i*i);    }    private void CachePositionsAndDistances()    {        // transfer the position of each point and distances between points to arrays for        // speed of lookup at runtime        points = new Vector3[Waypoints.Length + 1];        distances = new float[Waypoints.Length + 1];        float accumulateDistance = 0;        for (int i = 0; i < points.Length; ++i)        {            var t1 = Waypoints[(i)%Waypoints.Length];            var t2 = Waypoints[(i + 1)%Waypoints.Length];            if (t1 != null && t2 != null)            {                Vector3 p1 = t1.position;                Vector3 p2 = t2.position;                points[i] = Waypoints[i%Waypoints.Length].position;                distances[i] = accumulateDistance;                accumulateDistance += (p1 - p2).magnitude;            }        }    }    private void OnDrawGizmos()    {        DrawGizmos(false);    }    private void OnDrawGizmosSelected()    {        DrawGizmos(true);    }    private void DrawGizmos(bool selected)    {        waypointList.circuit = this;        if (Waypoints.Length > 1)        {            numPoints = Waypoints.Length;            CachePositionsAndDistances();            Length = distances[distances.Length - 1];            Gizmos.color = selected ? Color.yellow : new Color(1, 1, 0, 0.5f);            Vector3 prev = Waypoints[0].position;            if (smoothRoute)            {                for (float dist = 0; dist < Length; dist += Length/editorVisualisationSubsteps)                {                    Vector3 next = GetRoutePosition(dist + 1);                    Gizmos.DrawLine(prev, next);                    prev = next;                }                Gizmos.DrawLine(prev, Waypoints[0].position);            }            else            {                for (int n = 0; n < Waypoints.Length; ++n)                {                    Vector3 next = Waypoints[(n + 1)%Waypoints.Length].position;                    Gizmos.DrawLine(prev, next);                    prev = next;                }            }        }    }    [Serializable]    public class WaypointList    {        public WaypointCircuit circuit;        public Transform[] items = new Transform[0];    }    public struct RoutePoint    {        public Vector3 position;        public Vector3 direction;        public RoutePoint(Vector3 position, Vector3 direction)        {            this.position = position;            this.direction = direction;        }    }}}namespace UnityStandardAssets.Utility.Inspector{    #if UNITY_EDITOR    [CustomPropertyDrawer(typeof (WaypointCircuit.WaypointList))]    public class WaypointListDrawer : PropertyDrawer    {        private float lineHeight = 18;        private float spacing = 4;    public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)    {        EditorGUI.BeginProperty(position, label, property);        float x = position.x;        float y = position.y;        float inspectorWidth = position.width;        // Draw label        // Don't make child fields be indented        var indent = EditorGUI.indentLevel;        EditorGUI.indentLevel = 0;        var items = property.FindPropertyRelative("items");        var titles = new string[] {"Transform", "", "", ""};        var props = new string[] {"transform", "^", "v", "-"};        var widths = new float[] {.7f, .1f, .1f, .1f};        float lineHeight = 18;        bool changedLength = false;        if (items.arraySize > 0)        {            for (int i = -1; i < items.arraySize; ++i)            {                var item = items.GetArrayElementAtIndex(i);                float rowX = x;                for (int n = 0; n < props.Length; ++n)                {                    float w = widths[n]*inspectorWidth;                    // Calculate rects                    Rect rect = new Rect(rowX, y, w, lineHeight);                    rowX += w;                    if (i == -1)                    {                        EditorGUI.LabelField(rect, titles[n]);                    }                    else                    {                        if (n == 0)                        {                            EditorGUI.ObjectField(rect, item.objectReferenceValue, typeof (Transform), true);                        }                        else                        {                            if (GUI.Button(rect, props[n]))                            {                                switch (props[n])                                {                                    case "-":                                        items.DeleteArrayElementAtIndex(i);                                        items.DeleteArrayElementAtIndex(i);                                        changedLength = true;                                        break;                                    case "v":                                        if (i > 0)                                        {                                            items.MoveArrayElement(i, i + 1);                                        }                                        break;                                    case "^":                                        if (i < items.arraySize - 1)                                        {                                            items.MoveArrayElement(i, i - 1);                                        }                                        break;                                }                            }                        }                    }                }                y += lineHeight + spacing;                if (changedLength)                {                    break;                }            }        }        else        {            // add button            var addButtonRect = new Rect((x + position.width) - widths[widths.Length - 1]*inspectorWidth, y,                                         widths[widths.Length - 1]*inspectorWidth, lineHeight);            if (GUI.Button(addButtonRect, "+"))            {                items.InsertArrayElementAtIndex(items.arraySize);            }            y += lineHeight + spacing;        }        // add all button        var addAllButtonRect = new Rect(x, y, inspectorWidth, lineHeight);        if (GUI.Button(addAllButtonRect, "Assign using all child objects"))        {            var circuit = property.FindPropertyRelative("circuit").objectReferenceValue as WaypointCircuit;            var children = new Transform[circuit.transform.childCount];            int n = 0;            foreach (Transform child in circuit.transform)            {                children[n++] = child;            }            Array.Sort(children, new TransformNameComparer());            circuit.waypointList.items = new Transform[children.Length];            for (n = 0; n < children.Length; ++n)            {                circuit.waypointList.items[n] = children[n];            }        }        y += lineHeight + spacing;        // rename all button        var renameButtonRect = new Rect(x, y, inspectorWidth, lineHeight);        if (GUI.Button(renameButtonRect, "Auto Rename numerically from this order"))        {            var circuit = property.FindPropertyRelative("circuit").objectReferenceValue as WaypointCircuit;            int n = 0;            foreach (Transform child in circuit.waypointList.items)            {                child.name = "Waypoint " + (n++).ToString("000");            }        }        y += lineHeight + spacing;        // Set indent back to what it was        EditorGUI.indentLevel = indent;        EditorGUI.EndProperty();    }    public override float GetPropertyHeight(SerializedProperty property, GUIContent label)    {        SerializedProperty items = property.FindPropertyRelative("items");        float lineAndSpace = lineHeight + spacing;        return 40 + (items.arraySize*lineAndSpace) + lineAndSpace;    }    // comparer for check distances in ray cast hits    public class TransformNameComparer : IComparer    {        public int Compare(object x, object y)        {            return ((Transform) x).name.CompareTo(((Transform) y).name);        }    }} #endif}
  2. 脚本WaypointProgressTracker 功能是让 Target 对象根据轨迹进行运动。脚本拖放在一个对象上之后,然后,指定 Circuit 为刚才使用的WaypointCircuit。然后在指定 Target 对象。运行游戏就可以运动了。试试其他参数,来调节一下速度与运动方式。

    using System;using UnityEngine;namespace UnityStandardAssets.Utility{    public class WaypointProgressTracker : MonoBehaviour    {        // This script can be used with any object that is supposed to follow a        // route marked out by waypoints.    // This script manages the amount to look ahead along the route,    // and keeps track of progress and laps.    [SerializeField] private WaypointCircuit circuit; // A reference to the waypoint-based route we should follow    [SerializeField] private float lookAheadForTargetOffset = 5;    // The offset ahead along the route that the we will aim for    [SerializeField] private float lookAheadForTargetFactor = .1f;    // A multiplier adding distance ahead along the route to aim for, based on current speed    [SerializeField] private float lookAheadForSpeedOffset = 10;    // The offset ahead only the route for speed adjustments (applied as the rotation of the waypoint target transform)    [SerializeField] private float lookAheadForSpeedFactor = .2f;    // A multiplier adding distance ahead along the route for speed adjustments    [SerializeField] private ProgressStyle progressStyle = ProgressStyle.SmoothAlongRoute;    // whether to update the position smoothly along the route (good for curved paths) or just when we reach each waypoint.    [SerializeField] private float pointToPointThreshold = 4;    // proximity to waypoint which must be reached to switch target to next waypoint : only used in PointToPoint mode.    public enum ProgressStyle    {        SmoothAlongRoute,        PointToPoint,    }    // these are public, readable by other objects - i.e. for an AI to know where to head!    public WaypointCircuit.RoutePoint targetPoint { get; private set; }    public WaypointCircuit.RoutePoint speedPoint { get; private set; }    public WaypointCircuit.RoutePoint progressPoint { get; private set; }    public Transform target;    private float progressDistance; // The progress round the route, used in smooth mode.    private int progressNum; // the current waypoint number, used in point-to-point mode.    private Vector3 lastPosition; // Used to calculate current speed (since we may not have a rigidbody component)    private float speed; // current speed of this object (calculated from delta since last frame)    // setup script properties    private void Start()    {        // we use a transform to represent the point to aim for, and the point which        // is considered for upcoming changes-of-speed. This allows this component        // to communicate this information to the AI without requiring further dependencies.        // You can manually create a transform and assign it to this component *and* the AI,        // then this component will update it, and the AI can read it.        if (target == null)        {            target = new GameObject(name + " Waypoint Target").transform;        }        Reset();    }    // reset the object to sensible values    public void Reset()    {        progressDistance = 0;        progressNum = 0;        if (progressStyle == ProgressStyle.PointToPoint)        {            target.position = circuit.Waypoints[progressNum].position;            target.rotation = circuit.Waypoints[progressNum].rotation;        }    }    private void Update()    {        if (progressStyle == ProgressStyle.SmoothAlongRoute)        {            // determine the position we should currently be aiming for            // (this is different to the current progress position, it is a a certain amount ahead along the route)            // we use lerp as a simple way of smoothing out the speed over time.            if (Time.deltaTime > 0)            {                speed = Mathf.Lerp(speed, (lastPosition - transform.position).magnitude/Time.deltaTime,                                   Time.deltaTime);            }            target.position =                circuit.GetRoutePoint(progressDistance + lookAheadForTargetOffset + lookAheadForTargetFactor*speed)                       .position;            target.rotation =                Quaternion.LookRotation(                    circuit.GetRoutePoint(progressDistance + lookAheadForSpeedOffset + lookAheadForSpeedFactor*speed)                           .direction);            // get our current progress along the route            progressPoint = circuit.GetRoutePoint(progressDistance);            Vector3 progressDelta = progressPoint.position - transform.position;            if (Vector3.Dot(progressDelta, progressPoint.direction) < 0)            {                progressDistance += progressDelta.magnitude*0.5f;            }            lastPosition = transform.position;        }        else        {            // point to point mode. Just increase the waypoint if we're close enough:            Vector3 targetDelta = target.position - transform.position;            if (targetDelta.magnitude < pointToPointThreshold)            {                progressNum = (progressNum + 1)%circuit.Waypoints.Length;            }            target.position = circuit.Waypoints[progressNum].position;            target.rotation = circuit.Waypoints[progressNum].rotation;            // get our current progress along the route            progressPoint = circuit.GetRoutePoint(progressDistance);            Vector3 progressDelta = progressPoint.position - transform.position;            if (Vector3.Dot(progressDelta, progressPoint.direction) < 0)            {                progressDistance += progressDelta.magnitude;            }            lastPosition = transform.position;        }    }    private void OnDrawGizmos()    {        if (Application.isPlaying)        {            Gizmos.color = Color.green;            Gizmos.DrawLine(transform.position, target.position);            Gizmos.DrawWireSphere(circuit.GetRoutePosition(progressDistance), 1);            Gizmos.color = Color.yellow;            Gizmos.DrawLine(target.position, target.position + target.forward);        }    }}}
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