新版输入系统------斜向移动变快问题解决

生成对应的input管理脚本

Day 01------角色移动基类
CharacterMovementControlBase
csharp
using UnityEngine;
namespace Spiderman.Movement
{
[RequireComponent(typeof(CharacterController))]
public abstract class CharacterMovementControlBase : MonoBehaviour
{
// 角色控制器组件,用于处理角色移动相关的物理交互
private CharacterController _controller;
// 动画组件,用于控制角色动画播放
private Animator _animator;
// 地面检测相关变量
protected bool _characterIsOnGround;
[Header("地面检测相关变量")]
[SerializeField]protected float _groundDetectionPositionOffset; // 地面检测位置偏移量
[SerializeField]protected float _detectionRang; // 地面检测范围
[SerializeField]protected LayerMask _whatIsGround; // 地面层掩码
// 重力相关变量
protected readonly float CharacterGravity = -9.8f;
protected float _characterVerticalVelocity; // 角色垂直方向速度
protected float _fallOutDeltaTime; // 下落 delta 时间,用于计算重力作用的时间积累
protected float _fallOutTime = 0.15f; // 下落等待时间,控制跌落动画播放时机
protected readonly float _characterVerticalMaxVelocity = 54f; // 角色最大垂直速度,低于这个值应用重力
protected Vector3 _characterVerticalDirection; // 角色Y轴移动方向,通过charactercontroller.move来实现y轴移动
// 初始化函数,在对象实例化后、Start 之前调用,获取必要组件
protected virtual void Awake()
{
_controller = GetComponent<CharacterController>();
_animator = GetComponent<Animator>();
}
protected virtual void Start()
{
_fallOutDeltaTime = _fallOutTime;
}
private void Update()
{
SetCharacterGravity();
UpdateCharacterGravity();
}
/// <summary>
/// 地面检测方法
/// </summary>
/// <returns>返回角色是否在地面的布尔值</returns>
private bool GroundDetection()
{
// 构建检测位置:基于角色当前位置,调整 Y 轴偏移(用于地面检测的位置修正)
Vector3 detectionPosition = new Vector3(
transform.position.x,
transform.position.y - _groundDetectionPositionOffset,
transform.position.z
);
// 球形检测:检查在指定位置、指定半径范围内,与 _whatIsGround 层的碰撞体是否存在相交
// 参数分别为:检测中心、检测半径、地面层掩码、忽略触发器交互
return Physics.CheckSphere(
detectionPosition,
_detectionRang,
_whatIsGround,
QueryTriggerInteraction.Ignore
);
}
/// <summary>
/// 根据是否在地面设置对应的角色重力逻辑
/// </summary>
private void SetCharacterGravity()
{
// 检测角色是否在地面
_characterIsOnGround = GroundDetection();
if (_characterIsOnGround)
{
//1.在地面
// 1.1 重置下落等待时间
_fallOutDeltaTime = _fallOutTime;
// 1.2 重置垂直速度(防止落地后持续累积速度)
if (_characterVerticalVelocity < 0)
{
_characterVerticalVelocity = -2f;
}
}
else
{
//2.不在地面
if (_fallOutDeltaTime > 0)
{
// 2.1 处理楼梯/小落差:等待 0.15 秒后再应用重力
_fallOutDeltaTime -= Time.deltaTime;
}
else
{
// 2.2 倒计时结束还没有落地?那说明不是小落差,要开始应用重力
}
if (_characterVerticalVelocity < _characterVerticalMaxVelocity)
{
_characterVerticalVelocity += CharacterGravity * Time.deltaTime;
// 重力公式累积垂直速度
}
}
}
/// <summary>
/// 更新角色垂直方向移动(应用重力效果)
/// </summary>
private void UpdateCharacterGravity()
{
//这里只处理 y 轴重力
// x/z 由其他移动逻辑控制
Vector3 _characterVerticalDirection = new Vector3(0, _characterVerticalVelocity, 0);
// 通过 CharacterController 应用y轴移动
_controller.Move(_characterVerticalDirection * Time.deltaTime);
}
/// <summary>
/// 斜坡方向重置:检测角色是否在坡上移动,防止下坡速度过快导致异常
/// </summary>
/// <param name="moveDirection">原始移动方向</param>
/// <returns>适配斜坡后的移动方向</returns>
private Vector3 SlopResetDirection(Vector3 moveDirection)
{
// 射线检测参数配置
Vector3 rayOrigin = transform.position + transform.up * 0.5f; // 射线起点
Vector3 rayDirection = Vector3.down; // 射线方向
float maxDistance = _controller.height * 0.85f; // 射线最大距离
LayerMask targetLayer = _whatIsGround; // 检测的目标地面层
QueryTriggerInteraction triggerInteraction = QueryTriggerInteraction.Ignore; // 忽略触发器
// 执行向下的射线检测
if (Physics.Raycast(rayOrigin, rayDirection, out RaycastHit hit, maxDistance, targetLayer, triggerInteraction))
{
// 点积判断:检测地面法线是否与角色上方向垂直(点积接近0表示垂直,非0则说明有坡度)
if (Vector3.Dot(transform.up, hit.normal) != 0)
{
// 将移动方向投影到斜坡平面
moveDirection = Vector3.ProjectOnPlane(moveDirection, hit.normal);
}
}
return moveDirection;
}
private void OnDrawGizmos()
{
// 设置gizmos颜色为红色,使其更容易看到
Gizmos.color = Color.red;
Vector3 detectionPosition = new Vector3(
transform.position.x,
transform.position.y - _groundDetectionPositionOffset,
transform.position.z
);
Gizmos.DrawWireSphere(detectionPosition, _detectionRang);
}
}
}
PlayerMovementControl
csharp
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Spiderman.Movement
{
public class PlayerMovementControl : CharacterMovementControlBase
{
}
}
Day02 带碰撞体相机脚本
GameInputManager
csharp
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GameInputManager : MonoBehaviour
{
private GameInputAction _gameInputAction;
public Vector2 Movement => _gameInputAction.Player.Movement.ReadValue<Vector2>();
public Vector2 CameraLook => _gameInputAction.Player.CameraLook.ReadValue<Vector2>();
private void Awake()
{
_gameInputAction ??= new GameInputAction(); //是空的,则创建新的实例
}
private void OnEnable()
{
_gameInputAction.Enable();
}
private void OnDisable()
{
_gameInputAction.Disable();
}
}



TP_CameraControl
csharp
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class TP_CameraControl : MonoBehaviour
{
private GameInputManager _gameInputManager;
[Header("相机参数配置")]
[SerializeField] private Transform _lookTarget; //相机跟随目标
[SerializeField] private float _controlSpeed; //相机移动速度
[SerializeField] private Vector2 _cameraVerticalMaxAngle; //相机上下旋转角度限制
[SerializeField] private Vector2 _cameraHorizontalMaxAngle; //相机左右旋转角度限制
[SerializeField] private float _smoothSpeed; //平滑速度
[SerializeField] private float _cameraDistance; //相机到跟随目标的距离
[SerializeField] private float _cameraHeight; //相机高度
[SerializeField] private float _DistancemoothTime; //位置跟随平滑时间
private Vector3 smoothDampVelocity = Vector3.zero; //旋转阻尼
private Vector2 _input; // 输入值
private Vector3 _cameraRotation; // 相机旋转方向
private bool _cameraInputEnabled = true; // 相机输入是否启用
private void Awake()
{
// 获取游戏输入管理组件
_gameInputManager = GetComponent<GameInputManager>();
//隐藏光标
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
}
private void Update()
{
// 检测到按下ESC键或鼠标左键点击窗口,则切换相机输入状态
HandleCameraInputToggle();
// 只有在相机输入启用时才处理输入
if (_cameraInputEnabled)
{
// 实时处理相机输入
CameraInput();
}
}
private void LateUpdate()
{
// 更新相机旋转
UpdateCameraRotation();
// 更新相机位置
UpdateCameraPosition();
}
/// <summary>
/// 处理相机输入,获取并处理上下查看等输入,限制垂直角度范围
/// </summary>
private void CameraInput()
{
// 获取相机xy轴输入
_input.y += _gameInputManager.CameraLook.x * _controlSpeed;
_input.x -= _gameInputManager.CameraLook.y * _controlSpeed;
// 限制相机垂直方向角度范围,垂直方向是绕 x 轴旋转,所以平滑的是x轴输入
_input.x = Mathf.Clamp(
_input.x,
_cameraVerticalMaxAngle.x,
_cameraVerticalMaxAngle.y
);
// 限制相机水平方向角度范围,水平方向是绕 y 轴旋转,所以限制的是y轴输入
_input.y = Mathf.Clamp(
_input.y,
_cameraHorizontalMaxAngle.x,
_cameraHorizontalMaxAngle.y
);
}
/// <summary>
/// 更新相机旋转
/// </summary>
private void UpdateCameraRotation()
{
var targetRotation = new Vector3(_input.x, _input.y, 0);
_cameraRotation = Vector3.SmoothDamp(
_cameraRotation,
targetRotation,
ref smoothDampVelocity,
_smoothSpeed
);
//更新相机欧拉角
transform.eulerAngles = _cameraRotation;
}
/// <summary>
/// 更新相机位置
/// </summary>
private void UpdateCameraPosition()
{
var newPos = _lookTarget.position
+ Vector3.back * _cameraDistance
+ Vector3.up * _cameraHeight;
// 平滑位置移动
transform.position = Vector3.Lerp(
transform.position,
newPos,
_DistancemoothTime
);
}
/// <summary>
/// 处理相机输入状态切换
/// </summary>
private void HandleCameraInputToggle()
{
// 检测ESC键切换相机输入状态
if (Input.GetKeyDown(KeyCode.Escape))
{
_cameraInputEnabled = false;
// 显示光标并解锁
Cursor.lockState = CursorLockMode.None;
Cursor.visible = true;
}
// 检测鼠标左键点击窗口来恢复相机控制
if (Input.GetMouseButtonDown(0) && !_cameraInputEnabled)
{
_cameraInputEnabled = true;
// 隐藏光标并锁定
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
}
}
}
加入摄像机碰撞逻辑
GameInputManager继承于单例模式
csharp
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using GGG.Tool.Singleton;
public class GameInputManager : Singleton<GameInputManager>
{
private GameInputAction _gameInputAction;
public Vector2 Movement => _gameInputAction.Player.Movement.ReadValue<Vector2>();
public Vector2 CameraLook => _gameInputAction.Player.CameraLook.ReadValue<Vector2>();
private void Awake()
{
base.Awake();
_gameInputAction ??= new GameInputAction(); //是空的,则创建新的实例
}
private void OnEnable()
{
_gameInputAction.Enable();
}
private void OnDisable()
{
_gameInputAction.Disable();
}
}
TP_CameraControl
csharp
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using GGG.Tool;
public class TP_CameraControl : MonoBehaviour
{
[Header("相机参数配置")]
[SerializeField] private Transform _lookTarget; //相机跟随目标
[SerializeField] private float _controlSpeed; //相机移动速度
[SerializeField] private Vector2 _cameraVerticalMaxAngle; //相机上下旋转角度限制
[SerializeField] private Vector2 _cameraHorizontalMaxAngle; //相机左右旋转角度限制
[SerializeField] private float _smoothSpeed; //平滑速度
[SerializeField] private float _cameraDistance; //相机到跟随目标的距离
[SerializeField] private float _cameraHeight; //相机高度
[SerializeField] private float _distanceSmoothTime; //位置跟随平滑时间
private Vector3 smoothDampVelocity = Vector3.zero; //旋转阻尼
private Vector2 _input; // 输入值
private Vector3 _cameraRotation; // 相机旋转方向
private bool _cameraInputEnabled = true; // 相机输入是否启用
private void Awake()
{
//隐藏光标
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
}
private void Update()
{
// 检测到按下ESC键或鼠标左键点击窗口,则切换相机输入状态
HandleCameraInputToggle();
// 只有在相机输入启用时才处理输入
if (_cameraInputEnabled)
{
// 实时处理相机输入
CameraInput();
}
}
private void LateUpdate()
{
// 更新相机旋转
UpdateCameraRotation();
// 更新相机位置
UpdateCameraPosition();
}
/// <summary>
/// 处理相机输入,获取并处理上下查看等输入,限制垂直角度范围
/// </summary>
private void CameraInput()
{
// 获取相机xy轴输入
_input.y += GameInputManager.MainInstance.CameraLook.x * _controlSpeed;
_input.x -= GameInputManager.MainInstance.CameraLook.y * _controlSpeed;
// 限制相机垂直方向角度范围,垂直方向是绕 x 轴旋转,所以平滑的是x轴输入
_input.x = Mathf.Clamp(
_input.x,
_cameraVerticalMaxAngle.x,
_cameraVerticalMaxAngle.y
);
// 限制相机水平方向角度范围,水平方向是绕 y 轴旋转,所以限制的是y轴输入
_input.y = Mathf.Clamp(
_input.y,
_cameraHorizontalMaxAngle.x,
_cameraHorizontalMaxAngle.y
);
}
/// <summary>
/// 更新相机旋转
/// </summary>
private void UpdateCameraRotation()
{
var targetRotation = new Vector3(_input.x, _input.y, 0);
_cameraRotation = Vector3.SmoothDamp(
_cameraRotation,
targetRotation,
ref smoothDampVelocity,
_smoothSpeed
);
//更新相机欧拉角
transform.eulerAngles = _cameraRotation;
}
/// <summary>
/// 更新相机位置
/// </summary>
private void UpdateCameraPosition()
{
var newPos = _lookTarget.position
+ Vector3.back * _cameraDistance
+ Vector3.up * _cameraHeight;
// 平滑位置移动
transform.position = Vector3.Lerp(
transform.position,
newPos,
DevelopmentToos.UnTetheredLerp(_distanceSmoothTime)
);
}
/// <summary>
/// 处理相机输入状态切换
/// </summary>
private void HandleCameraInputToggle()
{
// 检测ESC键切换相机输入状态
if (Input.GetKeyDown(KeyCode.Escape))
{
_cameraInputEnabled = false;
// 显示光标并解锁
Cursor.lockState = CursorLockMode.None;
Cursor.visible = true;
}
// 检测鼠标左键点击窗口来恢复相机控制
if (Input.GetMouseButtonDown(0) && !_cameraInputEnabled)
{
_cameraInputEnabled = true;
// 隐藏光标并锁定
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
}
}
}
Day03 Movement
动画部分



脚本
CharacterMovementControlBase
csharp
protected Vector3 _moveDirection; // 角色移动方向
csharp
/// <summary>
/// 脚本控制animator的根运动
/// </summary>
protected virtual void OnAnimatorMove()
{
_animator.ApplyBuiltinRootMotion();
UpdateCharacterMoveDirection(_animator.deltaPosition);
}
csharp
/// <summary>
/// 更新角色水平移动方向------绕y轴旋转
/// </summary>
protected void UpdateCharacterMoveDirection(Vector3 direction)
{
_moveDirection = SlopResetDirection(direction);
_controller.Move(_moveDirection * Time.deltaTime);
}
GameInputManager
csharp
public bool Run => _gameInputAction.Player.Run.triggered;
PlayerMovementControl
csharp
using GGG.Tool;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Spiderman.Movement
{
public class PlayerMovementControl : CharacterMovementControlBase
{
[SerializeField] float moveSpeed = 1.5f;
// 角色旋转角度(绕 Y 轴)
private float _rotationAngle;
// 旋转角速度
private float _angleVelocity = 0;
// 旋转平滑时间
[SerializeField] private float _rotationSmoothTime;
private Transform _mainCamera;
protected override void Awake()
{
base.Awake();
_mainCamera = Camera.main.transform;
}
private void LateUpdate()
{
UpdateAnimation();
CharacterRotationControl();
}
/// <summary>
/// 角色旋转控制
/// </summary>
private void CharacterRotationControl()
{
// 不在地面时直接返回,不处理旋转
if (!_characterIsOnGround)
return;
// 处理输入存在时的旋转角度计算
if (_animator.GetBool("HasInput"))
{
_rotationAngle =
Mathf.Atan2(
GameInputManager.MainInstance.Movement.x,
GameInputManager.MainInstance.Movement.y
) * Mathf.Rad2Deg
+ _mainCamera.eulerAngles.y; // 计算角色的旋转角度(弧度转角度)
}
// 满足HasInput==true且处于"Motion"动画标签时,平滑更新角色旋转
if (_animator.GetBool("HasInput") && _animator.AnimationAtTag("Motion"))
{
transform.eulerAngles = Vector3.up
* Mathf.SmoothDampAngle(
transform.eulerAngles.y,
_rotationAngle,
ref _angleVelocity,
_rotationSmoothTime
);
}
}
/// <summary>
/// 更新动画
/// </summary>
private void UpdateAnimation()
{
if (!_characterIsOnGround)
return;
_animator.SetBool("HasInput", GameInputManager.MainInstance.Movement != Vector2.zero);
if (_animator.GetBool("HasInput"))
{
if (GameInputManager.MainInstance.Run)
{
//按下奔跑键
_animator.SetBool("Run",true);
}
//有输入
// Run被开启,那就Movement设置为2,否则设置为输入的两个轴的平方
var targetSpeed = _animator.GetBool("Run") ? 2f :GameInputManager.MainInstance.Movement.sqrMagnitude;
_animator.SetFloat(
"Movement",
targetSpeed / _animator.humanScale * moveSpeed,
0.25f,
Time.deltaTime
);
}
else
{
//无输入
_animator.SetFloat("Movement", 0f, 0.25f, Time.deltaTime);
if (_animator.GetFloat("Movement") < 0.2f)
{
_animator.SetBool("Run", false);
}
}
}
}
}
Day04 事件管理器
GameEventManager
csharp
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
using GGG.Tool;
using GGG.Tool.Singleton;
public class GameEventManager : SingletonNonMono<GameEventManager>
{
// 事件接口
private interface IEventHelp
{
}
// 事件类,实现 IEventHelp 接口,用于管理事件注册、调用等逻辑
private class EventHelp : IEventHelp
{
// 存储事件委托
private event Action _action;
// 构造函数,初始化时绑定初始事件逻辑
public EventHelp(Action action)
{
// 首次实例化时赋值,仅执行这一次初始绑定
_action = action;
}
// 增加事件注册的方法,将新的事件逻辑追加到委托中
public void AddCall(Action action)
{
_action += action;
}
// 调用事件的方法,若有绑定逻辑则执行
public void Call()
{
_action?.Invoke();
}
// 移除事件的方法,将指定事件逻辑从委托中移除
public void Remove(Action action)
{
_action -= action;
}
}
private class EventHelp<T> : IEventHelp
{
// 存储事件委托
private event Action<T> _action;
// 构造函数,初始化时绑定初始事件逻辑
public EventHelp(Action<T> action)
{
// 首次实例化时赋值,仅执行这一次初始绑定
_action = action;
}
// 增加事件注册的方法,将新的事件逻辑追加到委托中
public void AddCall(Action<T> action)
{
_action += action;
}
// 调用事件的方法,若有绑定逻辑则执行
public void Call(T value)
{
_action?.Invoke(value);
}
// 移除事件的方法,将指定事件逻辑从委托中移除
public void Remove(Action<T> action)
{
_action -= action;
}
}
private class EventHelp<T1, T2> : IEventHelp
{
// 存储事件委托
private event Action<T1, T2> _action;
// 构造函数,初始化时绑定初始事件逻辑
public EventHelp(Action<T1, T2> action)
{
// 首次实例化时赋值,仅执行这一次初始绑定
_action = action;
}
// 增加事件注册的方法,将新的事件逻辑追加到委托中
public void AddCall(Action<T1, T2> action)
{
_action += action;
}
// 调用事件的方法,若有绑定逻辑则执行
public void Call(T1 value1, T2 value2)
{
_action?.Invoke(value1, value2);
}
// 移除事件的方法,将指定事件逻辑从委托中移除
public void Remove(Action<T1, T2> action)
{
_action -= action;
}
}
/// <summary>
/// 事件中心,用于管理事件注册、调用
/// </summary>
private Dictionary<string, IEventHelp> _eventCenter = new Dictionary<string, IEventHelp>();
/// <summary>
/// 添加事件监听
/// </summary>
/// <param name="eventName">事件名称</param>
/// <param name="action">回调函数</param>
public void AddEventListening(string eventName, Action action)
{
if (_eventCenter.TryGetValue(eventName, out var eventHelp))
{
(eventHelp as EventHelp)?.AddCall(action);
}
else
{
// 如果事件中心不存在叫这个名字的事件,new一个然后添加
_eventCenter.Add(eventName, new EventHelp(action));
}
}
public void AddEventListening<T>(string eventName, Action<T> action)
{
if (_eventCenter.TryGetValue(eventName, out var eventHelp))
{
(eventHelp as EventHelp<T>)?.AddCall(action);
}
else
{
// 如果事件中心不存在叫这个名字的事件,new一个然后添加
_eventCenter.Add(eventName, new EventHelp<T>(action));
}
}
public void AddEventListening<T1, T2>(string eventName, Action<T1, T2> action)
{
if (_eventCenter.TryGetValue(eventName, out var eventHelp))
{
(eventHelp as EventHelp<T1, T2>)?.AddCall(action);
}
else
{
// 如果事件中心不存在叫这个名字的事件,new一个然后添加
_eventCenter.Add(eventName, new EventHelp<T1, T2>(action));
}
}
/// <summary>
/// 调用事件
/// </summary>
/// <param name="eventName">事件名称</param>
public void CallEvent(string eventName)
{
if (_eventCenter.TryGetValue(eventName, out var eventHelp))
{
(eventHelp as EventHelp)?.Call();
}
else
{
LogEventNotFound(eventName, "调用");
}
}
public void CallEvent<T>(string eventName, T value)
{
if (_eventCenter.TryGetValue(eventName, out var eventHelp))
{
(eventHelp as EventHelp<T>)?.Call(value);
}
else
{
LogEventNotFound(eventName, "调用");
}
}
public void CallEvent<T1, T2>(string eventName, T1 value, T2 value1)
{
if (_eventCenter.TryGetValue(eventName, out var eventHelp))
{
(eventHelp as EventHelp<T1, T2>)?.Call(value, value1);
}
else
{
LogEventNotFound(eventName, "调用");
}
}
/// <summary>
/// 移除事件监听
/// </summary>
/// <param name="eventName">事件名称</param>
/// <param name="action">要移除的事件回调</param>
public void RemoveEvent(string eventName, Action action)
{
if (_eventCenter.TryGetValue(eventName, out var eventHelp))
{
(eventHelp as EventHelp)?.Remove(action);
}
else
{
LogEventNotFound(eventName, "移除");
}
}
public void RemoveEvent<T>(string eventName, Action<T> action)
{
if (_eventCenter.TryGetValue(eventName, out var eventHelp))
{
(eventHelp as EventHelp<T>)?.Remove(action);
}
else
{
LogEventNotFound(eventName, "移除");
}
}
public void RemoveEvent<T1, T2>(string eventName, Action<T1, T2> action)
{
if (_eventCenter.TryGetValue(eventName, out var eventHelp))
{
(eventHelp as EventHelp<T1, T2>)?.Remove(action);
}
else
{
LogEventNotFound(eventName, "移除");
}
}
/// <summary>
/// 事件未找到时的统一日志输出
/// </summary>
/// <param name="eventName">事件名称</param>
/// <param name="operation">操作类型(移除、调用)</param>
private void LogEventNotFound(string eventName, string operation)
{
DevelopmentTools.WTF($"当前未找到{eventName}的事件,无法{operation}");
}
}
Day05 AnimationStringToHash
csharp
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 动画参数哈希值管理类,用于统一存储Animator参数的哈希值,避免重复计算
/// </summary>
public class AnimationID
{
// 角色移动相关动画参数哈希
public static readonly int MovementID = Animator.StringToHash("Movement");
public static readonly int LockID = Animator.StringToHash("Lock");
public static readonly int HorizontalID = Animator.StringToHash("Horizontal");
public static readonly int VerticalID = Animator.StringToHash("Vertical");
public static readonly int HasInputID = Animator.StringToHash("HasInput");
public static readonly int RunID = Animator.StringToHash("Run");
}
Day06 GameTimer
csharp
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 计时器状态枚举,描述计时器不同工作阶段
/// </summary>
public enum TimerState
{
NOTWORKERE, // 没有工作(初始或重置后状态)
WORKERING, // 工作中(计时进行时)
DONE // 工作完成(计时结束)
}
/// <summary>
/// 游戏计时器类,用于管理计时逻辑,支持启动计时、更新计时、获取状态、重置等功能
/// </summary>
public class GameTimer
{
// 计时时长(剩余计时时间)
private float _startTime;
// 计时结束后要执行的任务(Action 委托)
private Action _task;
// 是否停止当前计时器标记
private bool _isStopTimer;
// 当前计时器的状态
private TimerState _timerState;
/// <summary>
/// 构造函数,初始化时重置计时器
/// </summary>
public GameTimer()
{
ResetTimer();
}
/// <summary>
/// 1. 开始计时
/// </summary>
/// <param name="time">要计时的时长</param>
/// <param name="task">计时结束后要执行的任务(Action 委托)</param>
public void StartTimer(float time, Action task)
{
_startTime = time;
_task = task;
_isStopTimer = false;
_timerState = TimerState.WORKERING;
}
/// <summary>
/// 2. 更新计时器(通常在 MonoBehaviour 的 Update 里调用,驱动计时逻辑)
/// </summary>
public void UpdateTimer()
{
// 如果标记为停止,直接返回,不执行计时更新
if (_isStopTimer)
return;
// 递减计时时间
_startTime -= Time.deltaTime;
// 计时时间小于 0,说明计时结束
if (_startTime < 0)
{
// 安全调用任务(如果任务不为 null 才执行)
_task?.Invoke();
// 更新状态为已完成
_timerState = TimerState.DONE;
// 标记为停止,后续不再继续计时更新
_isStopTimer = true;
}
}
/// <summary>
/// 3. 获取当前计时器的状态
/// </summary>
/// <returns>返回 TimerState 枚举值,代表当前计时器状态</returns>
public TimerState GetTimerState() => _timerState;
/// <summary>
/// 4. 重置计时器,恢复到初始状态
/// </summary>
public void ResetTimer()
{
_startTime = 0f;
_task = null;
_isStopTimer = true;
_timerState = TimerState.NOTWORKERE;
}
}
TimerManager
csharp
using System;
using System.Collections;
using System.Collections.Generic;
using GGG.Tool;
using GGG.Tool.Singleton;
using UnityEngine;
using UnityEngine.UIElements;
/// <summary>
/// 计时器管理器,采用单例模式,负责管理空闲计时器队列和工作中计时器列表,
/// 实现计时器的初始化、分配、回收及更新逻辑
/// </summary>
public class TimerManager : Singleton<TimerManager>
{
#region 私有字段
// 初始最大计时器数量,在 Inspector 中配置
[SerializeField] private int _initMaxTimerCount;
// 空闲计时器队列,存储可用的 GameTimer
private Queue<GameTimer> _notWorkingTimer = new Queue<GameTimer>();
// 工作中计时器列表,存储正在计时的 GameTimer
private List<GameTimer> _workingTimer = new List<GameTimer>();
#endregion
#region 生命周期与初始化
protected override void Awake()
{
base.Awake();
InitTimerManager();
}
/// <summary>
/// 初始化计时器管理器,创建初始数量的空闲计时器
/// </summary>
private void InitTimerManager()
{
for (int i = 0; i < _initMaxTimerCount; i++)
{
CreateTimerInternal();
}
}
/// <summary>
/// 内部创建计时器并加入空闲队列的方法
/// </summary>
private void CreateTimerInternal()
{
var timer = new GameTimer();
_notWorkingTimer.Enqueue(timer);
}
#endregion
#region 计时器分配与回收
/// <summary>
/// 尝试获取一个计时器,用于执行定时任务
/// </summary>
/// <param name="time">计时时长</param>
/// <param name="task">计时结束后执行的任务</param>
public void TryGetOneTimer(float time, Action task)
{
// 若空闲队列为空,额外创建一个计时器
if (_notWorkingTimer.Count == 0)
{
CreateTimerInternal();
}
var timer = _notWorkingTimer.Dequeue();
timer.StartTimer(time, task);
_workingTimer.Add(timer);
}
/// <summary>
/// 回收计时器(可在 GameTimer 完成任务时调用,这里逻辑已内联在更新里,也可扩展外部调用)
/// 注:当前通过 UpdateWorkingTimer 自动回收,此方法可留作扩展
/// </summary>
/// <param name="timer">要回收的计时器</param>
private void RecycleTimer(GameTimer timer)
{
timer.ResetTimer();
_notWorkingTimer.Enqueue(timer);
_workingTimer.Remove(timer);
}
#endregion
#region 计时器更新逻辑
private void Update()
{
UpdateWorkingTimer();
}
/// <summary>
/// 更新工作中计时器的状态,处理计时推进和完成后的回收
/// </summary>
private void UpdateWorkingTimer()
{
// 遍历副本,避免列表修改时迭代出错
for (int i = _workingTimer.Count - 1; i >= 0; i--)
{
var timer = _workingTimer[i];
timer.UpdateTimer();
if (timer.GetTimerState() == TimerState.DONE)
{
RecycleTimer(timer);
}
}
}
#endregion
}
Day07 脚部拖尾特效的控制------奔跑时启用
csharp
using UnityEngine;
using System.Collections;
public class ObjectVisibilityController : MonoBehaviour
{
// 在 Inspector 中手动拖入需要控制的子物体
public GameObject targetChild;
public Animator playerAnimator;
// 存储当前目标状态,用于判断是否需要执行状态切换
private bool _currentTargetState;
// 标记是否正在等待延迟,避免重复启动协程
private bool _isWaiting = false;
private void Update()
{
// 获取动画状态的当前值
bool desiredState = playerAnimator.GetBool(AnimationID.RunID);
// 如果状态发生变化且不在等待状态,则启动延迟协程
if (desiredState != _currentTargetState && !_isWaiting)
{
StartCoroutine(ChangeStateAfterDelay(desiredState, 0.5f));
}
}
// 延迟改变状态的协程
private IEnumerator ChangeStateAfterDelay(bool newState, float delay)
{
_isWaiting = true; // 标记为正在等待
yield return new WaitForSeconds(delay); // 等待指定秒数
// 应用新状态
targetChild.SetActive(newState);
_currentTargetState = newState;
_isWaiting = false; // 重置等待标记
}
}

Day08 IKController------头部IK跟随相机(平滑控制)
IKController
csharp
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class IKController : MonoBehaviour
{
public Animator _animator;
//IK控制点
//四肢关节点
public Transform ik_LHand;
public Transform ik_RHand;
public Transform ik_LFoot;
public Transform ik_RFoot;
//头部控制点,可以根据主相机的位置,让玩家能够从侧视角下看到头部偏转。
public Transform Head_IKPoint;
private void OnAnimatorIK(int layerIndex)
{
//四肢
if (ik_LHand != null)
IKControl(AvatarIKGoal.LeftHand, ik_LHand);
if (ik_RHand != null)
IKControl(AvatarIKGoal.RightHand, ik_RHand);
if (ik_LFoot != null)
IKControl(AvatarIKGoal.LeftFoot, ik_LFoot);
if (ik_RFoot != null)
IKControl(AvatarIKGoal.RightFoot, ik_RFoot);
//头部
if (Head_IKPoint != null)
IKHeadControl(Head_IKPoint);
}
/// <summary>
/// 头部 IK 控制(平滑转向 + 角度限制)
/// </summary>
/// <param name="target">要看的对象</param>
/// <param name="turnSpeed">插值速度</param>
/// <param name="maxAngle">最大允许夹角(度数)</param>
private void IKHeadControl(Transform target,
float turnSpeed = 3f,
float maxAngle = 60f)
{
// 1. 计算最终想要看的点
Vector3 rawTargetPos;
Vector3 directionToCamera = target.position - transform.position;
bool isCameraInFront = Vector3.Dot(transform.forward, directionToCamera.normalized) > 0;
if (isCameraInFront)
{
rawTargetPos = target.position;
}
else
{
// 相机在背后,看向相机视线向前延伸的点
rawTargetPos = target.position + target.forward * 10f;
}
// 2. 计算与正前方向的夹角
Vector3 dirToRawTarget = (rawTargetPos - transform.position).normalized;
float angle = Vector3.Angle(transform.forward, dirToRawTarget);
// 3. 如果角度在范围内,才允许平滑转向
if (angle <= maxAngle)
{
_currentLookTarget = Vector3.Lerp(_currentLookTarget, rawTargetPos,
turnSpeed * Time.deltaTime);
}
// 否则保持上一帧的 _currentLookTarget 不变(即不更新)
// 4. 设置 Animator
_animator.SetLookAtWeight(1f);
_animator.SetLookAtPosition(_currentLookTarget);
// 5. Debug
Debug.DrawLine(transform.position, _currentLookTarget, Color.red);
Debug.DrawRay(target.position, target.forward * 10f, Color.blue);
}
// 缓存"当前正在看的点"
private Vector3 _currentLookTarget;
/// <summary>
/// 四肢IK控制
/// </summary>
/// <param name="ControlPosition"></param>
/// <param name="target"></param>
public void IKControl(AvatarIKGoal ControlPosition, Transform target)
{
_animator.SetIKPositionWeight(ControlPosition, 1);
_animator.SetIKPosition(ControlPosition, target.position);
_animator.SetIKRotationWeight(ControlPosition, 1);
_animator.SetIKRotation(ControlPosition, target.rotation);
}
}

Day09 角色切换------Spiderman To Spider
蜘蛛控制脚本------Rigging Animation
Spider
csharp
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Raycasting;
/*
* This class represents the actual spider. It is responsible for "glueing" it to the surfaces around it. This is accomplished by
* creating a fake gravitational force in the direction of the surface normal it is standing on. The surface normal is determined
* by spherical raycasting downwards, as well as forwards for wall-climbing.
*
* The torso of the spider will move and rotate depending on the height of the referenced legs to mimic "spinal movement".
*
* The spider does not move on its own. Therefore a controller should call the provided functions walk() and turn() for
* the desired control.
*/
[DefaultExecutionOrder(0)] // Any controller of this spider should have default execution -1
public class Spider : MonoBehaviour {
private Rigidbody rb;
[Header("Debug")]
public bool showDebug;
[Header("Movement")]
[Range(1, 10)]
public float walkSpeed;
[Range(1, 10)]
public float runSpeed;
[Range(1, 5)]
public float turnSpeed;
[Range(0.001f, 1)]
public float walkDrag;
[Header("Grounding")]
public CapsuleCollider capsuleCollider;
[Range(1, 10)]
public float gravityMultiplier;
[Range(1, 10)]
public float groundNormalAdjustSpeed;
[Range(1, 10)]
public float forwardNormalAdjustSpeed;
public LayerMask walkableLayer;
[Range(0, 1)]
public float gravityOffDistance;
[Header("IK Legs")]
public Transform body;
public IKChain[] legs;
[Header("Body Offset Height")]
public float bodyOffsetHeight;
[Header("Leg Centroid")]
public bool legCentroidAdjustment;
[Range(0, 100)]
public float legCentroidSpeed;
[Range(0, 1)]
public float legCentroidNormalWeight;
[Range(0, 1)]
public float legCentroidTangentWeight;
[Header("Leg Normal")]
public bool legNormalAdjustment;
[Range(0, 100)]
public float legNormalSpeed;
[Range(0, 1)]
public float legNormalWeight;
private Vector3 bodyY;
private Vector3 bodyZ;
[Header("Breathing")]
public bool breathing;
[Range(0.01f, 20)]
public float breathePeriod;
[Range(0, 1)]
public float breatheMagnitude;
[Header("Ray Adjustments")]
[Range(0.0f, 1.0f)]
public float forwardRayLength;
[Range(0.0f, 1.0f)]
public float downRayLength;
[Range(0.1f, 1.0f)]
public float forwardRaySize = 0.66f;
[Range(0.1f, 1.0f)]
public float downRaySize = 0.9f;
private float downRayRadius;
private Vector3 currentVelocity;
private bool isMoving = true;
private bool groundCheckOn = true;
private Vector3 lastNormal;
private Vector3 bodyDefaultCentroid;
private Vector3 bodyCentroid;
private SphereCast downRay, forwardRay;
private RaycastHit hitInfo;
private enum RayType { None, ForwardRay, DownRay };
private struct groundInfo {
public bool isGrounded;
public Vector3 groundNormal;
public float distanceToGround;
public RayType rayType;
public groundInfo(bool isGrd, Vector3 normal, float dist, RayType m_rayType) {
isGrounded = isGrd;
groundNormal = normal;
distanceToGround = dist;
rayType = m_rayType;
}
}
private groundInfo grdInfo;
private void Awake() {
//Make sure the scale is uniform, since otherwise lossy scale will not be accurate.
float x = transform.localScale.x; float y = transform.localScale.y; float z = transform.localScale.z;
if (Mathf.Abs(x - y) > float.Epsilon || Mathf.Abs(x - z) > float.Epsilon || Mathf.Abs(y - z) > float.Epsilon) {
Debug.LogWarning("The xyz scales of the Spider are not equal. Please make sure they are. The scale of the spider is defaulted to be the Y scale and a lot of values depend on this scale.");
}
rb = GetComponent<Rigidbody>();
//Initialize the two Sphere Casts
downRayRadius = downRaySize * getColliderRadius();
float forwardRayRadius = forwardRaySize * getColliderRadius();
downRay = new SphereCast(transform.position, -transform.up, downRayLength * getColliderLength(), downRayRadius, transform, transform);
forwardRay = new SphereCast(transform.position, transform.forward, forwardRayLength * getColliderLength(), forwardRayRadius, transform, transform);
//Initialize the bodyupLocal as the spiders transform.up parented to the body. Initialize the breathePivot as the body position parented to the spider
bodyY = body.transform.InverseTransformDirection(transform.up);
bodyZ = body.transform.InverseTransformDirection(transform.forward);
bodyCentroid = body.transform.position + getScale() * bodyOffsetHeight * transform.up;
bodyDefaultCentroid = transform.InverseTransformPoint(bodyCentroid);
}
void FixedUpdate() {
//** Ground Check **//
grdInfo = GroundCheck();
//** Rotation to normal **//
float normalAdjustSpeed = (grdInfo.rayType == RayType.ForwardRay) ? forwardNormalAdjustSpeed : groundNormalAdjustSpeed;
Vector3 slerpNormal = Vector3.Slerp(transform.up, grdInfo.groundNormal, 0.02f * normalAdjustSpeed);
Quaternion goalrotation = getLookRotation(Vector3.ProjectOnPlane(transform.right, slerpNormal), slerpNormal);
// Save last Normal for access
lastNormal = transform.up;
//Apply the rotation to the spider
if (Quaternion.Angle(transform.rotation,goalrotation)>Mathf.Epsilon) transform.rotation = goalrotation;
// Dont apply gravity if close enough to ground
if (grdInfo.distanceToGround > getGravityOffDistance()) {
rb.AddForce(-grdInfo.groundNormal * gravityMultiplier * 0.0981f * getScale()); //Important using the groundnormal and not the lerping normal here!
}
}
void Update() {
//** Debug **//
if (showDebug) drawDebug();
Vector3 Y = body.TransformDirection(bodyY);
//Doesnt work the way i want it too! On sphere i go underground. I jiggle around when i go down my centroid moves down to.(Depends on errortolerance of IKSolver)
if (legCentroidAdjustment) bodyCentroid = Vector3.Lerp(bodyCentroid, getLegsCentroid(), Time.deltaTime * legCentroidSpeed);
else bodyCentroid = getDefaultCentroid();
body.transform.position = bodyCentroid;
if (legNormalAdjustment) {
Vector3 newNormal = GetLegsPlaneNormal();
//Use Global X for pitch
Vector3 X = transform.right;
float angleX = Vector3.SignedAngle(Vector3.ProjectOnPlane(Y, X), Vector3.ProjectOnPlane(newNormal, X), X);
angleX = Mathf.LerpAngle(0, angleX, Time.deltaTime * legNormalSpeed);
body.transform.rotation = Quaternion.AngleAxis(angleX, X) * body.transform.rotation;
//Use Local Z for roll. With the above global X for pitch, this avoids any kind of yaw happening.
Vector3 Z = body.TransformDirection(bodyZ);
float angleZ = Vector3.SignedAngle(Y, Vector3.ProjectOnPlane(newNormal, Z), Z);
angleZ = Mathf.LerpAngle(0, angleZ, Time.deltaTime * legNormalSpeed);
body.transform.rotation = Quaternion.AngleAxis(angleZ, Z) * body.transform.rotation;
}
if (breathing) {
float t = (Time.time * 2 * Mathf.PI / breathePeriod) % (2 * Mathf.PI);
float amplitude = breatheMagnitude * getColliderRadius();
Vector3 direction = body.TransformDirection(bodyY);
body.transform.position = bodyCentroid + amplitude * (Mathf.Sin(t) + 1f) * direction;
}
// Update the moving status
if (transform.hasChanged) {
isMoving = true;
transform.hasChanged = false;
}
else isMoving = false;
}
//** Movement methods**//
private void move(Vector3 direction, float speed) {
// TODO: Make sure direction is on the XZ plane of spider! For this maybe refactor the logic from input from spidercontroller to this function.
//Only allow direction vector to have a length of 1 or lower
float magnitude = direction.magnitude;
if (magnitude > 1) {
direction = direction.normalized;
magnitude = 1f;
}
// Scale the magnitude and Clamp to not move more than down ray radius (Makes sure the ground is not lost due to moving too fast)
if (direction != Vector3.zero) {
float directionDamp = Mathf.Pow(Mathf.Clamp(Vector3.Dot(direction / magnitude, transform.forward), 0, 1), 2);
float distance = 0.0004f * speed * magnitude * directionDamp * getScale();
distance = Mathf.Clamp(distance, 0, 0.99f * downRayRadius);
direction = distance * (direction / magnitude);
}
//Slerp from old to new velocity using the acceleration
currentVelocity = Vector3.Slerp(currentVelocity, direction, 1f - walkDrag);
//Apply the resulting velocity
transform.position += currentVelocity;
}
public void turn(Vector3 goalForward) {
//Make sure goalForward is orthogonal to transform up
goalForward = Vector3.ProjectOnPlane(goalForward, transform.up).normalized;
if (goalForward == Vector3.zero || Vector3.Angle(goalForward, transform.forward) < Mathf.Epsilon) {
return;
}
goalForward = Vector3.ProjectOnPlane(goalForward, transform.up);
transform.rotation = Quaternion.RotateTowards(transform.rotation, Quaternion.LookRotation(goalForward, transform.up), turnSpeed);
}
//** Movement methods for public access**//
// It is advised to call these on a fixed update basis.
public void walk(Vector3 direction) {
if (direction.magnitude < Mathf.Epsilon) return;
move(direction, walkSpeed);
}
public void run(Vector3 direction) {
if (direction.magnitude < Mathf.Epsilon) return;
move(direction, runSpeed);
}
//** Ground Check Method **//
private groundInfo GroundCheck() {
if (groundCheckOn) {
if (forwardRay.castRay(out hitInfo, walkableLayer)) {
return new groundInfo(true, hitInfo.normal.normalized, Vector3.Distance(transform.TransformPoint(capsuleCollider.center), hitInfo.point) - getColliderRadius(), RayType.ForwardRay);
}
if (downRay.castRay(out hitInfo, walkableLayer)) {
return new groundInfo(true, hitInfo.normal.normalized, Vector3.Distance(transform.TransformPoint(capsuleCollider.center), hitInfo.point) - getColliderRadius(), RayType.DownRay);
}
}
return new groundInfo(false, Vector3.up, float.PositiveInfinity, RayType.None);
}
//** Helper methods**//
/*
* Returns the rotation with specified right and up direction
* May have to make more error catches here. Whatif not orthogonal?
*/
private Quaternion getLookRotation(Vector3 right, Vector3 up) {
if (up == Vector3.zero || right == Vector3.zero) return Quaternion.identity;
// If vectors are parallel return identity
float angle = Vector3.Angle(right, up);
if (angle == 0 || angle == 180) return Quaternion.identity;
Vector3 forward = Vector3.Cross(right, up);
return Quaternion.LookRotation(forward, up);
}
//** Torso adjust methods for more realistic movement **//
// Calculate the centroid (center of gravity) given by all end effector positions of the legs
private Vector3 getLegsCentroid() {
if (legs == null || legs.Length == 0) {
Debug.LogError("Cant calculate leg centroid, legs not assigned.");
return body.transform.position;
}
Vector3 defaultCentroid = getDefaultCentroid();
// Calculate the centroid of legs position
Vector3 newCentroid = Vector3.zero;
float k = 0;
for (int i = 0; i < legs.Length; i++) {
newCentroid += legs[i].getEndEffector().position;
k++;
}
newCentroid = newCentroid / k;
// Offset the calculated centroid
Vector3 offset = Vector3.Project(defaultCentroid - getColliderBottomPoint(), transform.up);
newCentroid += offset;
// Calculate the normal and tangential translation needed
Vector3 normalPart = Vector3.Project(newCentroid - defaultCentroid, transform.up);
Vector3 tangentPart = Vector3.ProjectOnPlane(newCentroid - defaultCentroid, transform.up);
return defaultCentroid + Vector3.Lerp(Vector3.zero, normalPart, legCentroidNormalWeight) + Vector3.Lerp(Vector3.zero, tangentPart, legCentroidTangentWeight);
}
// Calculate the normal of the plane defined by leg positions, so we know how to rotate the body
private Vector3 GetLegsPlaneNormal() {
if (legs == null) {
Debug.LogError("Cant calculate normal, legs not assigned.");
return transform.up;
}
if (legNormalWeight <= 0f) return transform.up;
Vector3 newNormal = transform.up;
Vector3 toEnd;
Vector3 currentTangent;
for (int i = 0; i < legs.Length; i++) {
//normal += legWeight * legs[i].getTarget().normal;
toEnd = legs[i].getEndEffector().position - transform.position;
currentTangent = Vector3.ProjectOnPlane(toEnd, transform.up);
if (currentTangent == Vector3.zero) continue; // Actually here we would have a 90degree rotation but there is no choice of a tangent.
newNormal = Quaternion.Lerp(Quaternion.identity, Quaternion.FromToRotation(currentTangent, toEnd), legNormalWeight) * newNormal;
}
return newNormal;
}
//** Getters **//
public float getScale() {
return transform.lossyScale.y;
}
public bool getIsMoving() {
return isMoving;
}
public Vector3 getCurrentVelocityPerSecond() {
return currentVelocity / Time.fixedDeltaTime;
}
public Vector3 getCurrentVelocityPerFixedFrame() {
return currentVelocity;
}
public Vector3 getGroundNormal() {
return grdInfo.groundNormal;
}
public Vector3 getLastNormal() {
return lastNormal;
}
public float getColliderRadius() {
return getScale() * capsuleCollider.radius;
}
public float getNonScaledColliderRadius() {
return capsuleCollider.radius;
}
public float getColliderLength() {
return getScale() * capsuleCollider.height;
}
public Vector3 getColliderCenter() {
return transform.TransformPoint(capsuleCollider.center);
}
public Vector3 getColliderBottomPoint() {
return transform.TransformPoint(capsuleCollider.center - capsuleCollider.radius * new Vector3(0, 1, 0));
}
public Vector3 getDefaultCentroid() {
return transform.TransformPoint(bodyDefaultCentroid);
}
public float getGravityOffDistance() {
return gravityOffDistance * getColliderRadius();
}
//** Setters **//
public void setGroundcheck(bool b) {
groundCheckOn = b;
}
//** Debug Methods **//
private void drawDebug() {
//Draw the two Sphere Rays
downRay.draw(Color.green);
forwardRay.draw(Color.blue);
//Draw the Gravity off distance
Vector3 borderpoint = getColliderBottomPoint();
Debug.DrawLine(borderpoint, borderpoint + getGravityOffDistance() * -transform.up, Color.magenta);
//Draw the current transform.up and the bodys current Y orientation
Debug.DrawLine(transform.position, transform.position + 2f * getColliderRadius() * transform.up, new Color(1, 0.5f, 0, 1));
Debug.DrawLine(transform.position, transform.position + 2f * getColliderRadius() * body.TransformDirection(bodyY), Color.blue);
//Draw the Centroids
DebugShapes.DrawPoint(getDefaultCentroid(), Color.magenta, 0.1f);
DebugShapes.DrawPoint(getLegsCentroid(), Color.red, 0.1f);
DebugShapes.DrawPoint(getColliderBottomPoint(), Color.cyan, 0.1f);
}
#if UNITY_EDITOR
void OnDrawGizmosSelected() {
if (!showDebug) return;
if (UnityEditor.EditorApplication.isPlaying) return;
if (!UnityEditor.Selection.Contains(transform.gameObject)) return;
Awake();
drawDebug();
}
#endif
}
SpiderController
csharp
using UnityEngine;
using System.Collections;
using Raycasting;
/*
* This class needs a reference to the Spider class and calls the walk and turn functions depending on player input.
* So in essence, this class translates player input to spider movement. The input direction is relative to a camera and so a
* reference to one is needed.
*/
[DefaultExecutionOrder(-1)] // Make sure the players input movement is applied before the spider itself will do a ground check and possibly add gravity
public class SpiderController : MonoBehaviour {
public Spider spider;
[Header("Camera")]
public SmoothCamera smoothCam;
void FixedUpdate() {
//** Movement **//
Vector3 input = getInput();
if (Input.GetKey(KeyCode.LeftShift)) spider.run(input);
else spider.walk(input);
Quaternion tempCamTargetRotation = smoothCam.getCamTargetRotation();
Vector3 tempCamTargetPosition = smoothCam.getCamTargetPosition();
spider.turn(input);
smoothCam.setTargetRotation(tempCamTargetRotation);
smoothCam.setTargetPosition(tempCamTargetPosition);
}
void Update() {
//Hold down Space to deactivate ground checking. The spider will fall while space is hold.
spider.setGroundcheck(!Input.GetKey(KeyCode.Space));
}
private Vector3 getInput() {
Vector3 up = spider.transform.up;
Vector3 right = spider.transform.right;
Vector3 input = Vector3.ProjectOnPlane(smoothCam.getCameraTarget().forward, up).normalized * Input.GetAxis("Vertical") + (Vector3.ProjectOnPlane(smoothCam.getCameraTarget().right, up).normalized * Input.GetAxis("Horizontal"));
Quaternion fromTo = Quaternion.AngleAxis(Vector3.SignedAngle(up, spider.getGroundNormal(), right), right);
input = fromTo * input;
float magnitude = input.magnitude;
return (magnitude <= 1) ? input : input /= magnitude;
}
}
IKStepManager
csharp
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/*
* This class holds references to each IKStepper of the legs and manages the stepping of them.
* So instead of each leg managing its stepping on its own, this class acts as the brain and decides when each leg should step.
* It uses the step checking function in the IKStepper to determine if a step is wanted for a leg, and then handles it by calling
* the step function in the IKStepper when the time is right to step.
*/
[DefaultExecutionOrder(+1)] // Make sure all the stepping logic is called after the IK was solved in each IKChain
public class IKStepManager : MonoBehaviour {
public bool printDebugLogs;
public Spider spider;
public enum StepMode { AlternatingTetrapodGait, QueueWait, QueueNoWait }
/*
* Note the following about the stepping modes:
*
* Alternating Tetrapod Gait: This mode is inspired by a real life spider walk.
* The legs are assigned one of two groups, A or B.
* Then a timer switches between these groups on the timeinterval "stepTime".
* Every group only has a specific frame at which stepping is allowed in each interval
* With this, legs in the same group will always step at the same time if they need to step,
* and will never step while the other group is.
* If dynamic step time is selected, the average of each legs dyanamic step time is used.
* This mode does not use the asynchronicity specified in each legs, since the asyncronicty is already given
* by the groups.
*
* Queue Wait: This mode stores the legs that want to step in a queue and performs the stepping in the order of the queue.
* This mode will always prioritize the next leg in the queue and will wait until it is able to step.
* This however can and will inhibit the other legs from stepping if the waiting period is too long.
* Unlike the above mode, this mode uses the asyncronicity defined in each leg to determine whether a leg is
* allowed to step or not. Each leg will be inhibited to step as long as these async legs are stepping.
*
* Queue No Wait: This mode is analog to the above with the exception of not waiting for each next leg in the queue.
* The legs will still be iterated through in queue order but if a leg is not able to step,
* we still continue iterating and perform steps for the following legs if they are able to.
* So to be more specific, this is not a queue in the usual sense. It is a list of legs that need stepping,
* which will be iterated through in order and if the k-th leg is allowed to step, it will step
* and the k-th element of this list will be removed.
*/
[Header("Step Mode")]
public StepMode stepMode;
//Order is important here as this is the order stepCheck is performed, giving the first elements more priority in case of a same frame step desire
[Header("Legs for Queue Modes")]
public List<IKStepper> ikSteppers;
private List<IKStepper> stepQueue;
private Dictionary<int, bool> waitingForStep;
[Header("Legs for Gait Mode")]
public List<IKStepper> gaitGroupA;
public List<IKStepper> gaitGroupB;
private List<IKStepper> currentGaitGroup;
private float nextSwitchTime;
[Header("Steptime")]
public bool dynamicStepTime = true;
public float stepTimePerVelocity;
[Range(0, 1.0f)]
public float maxStepTime;
public enum GaitStepForcing { NoForcing, ForceIfOneLegSteps, ForceAlways }
[Header("Debug")]
public GaitStepForcing gaitStepForcing;
private void Awake() {
/* Queue Mode Initialization */
stepQueue = new List<IKStepper>();
// Remove all inactive IKSteppers
int k = 0;
foreach (var ikStepper in ikSteppers.ToArray()) {
if (!ikStepper.allowedTargetManipulationAccess()) ikSteppers.RemoveAt(k);
else k++;
}
// Initialize the hash map for step waiting with false
waitingForStep = new Dictionary<int, bool>();
foreach (var ikStepper in ikSteppers) {
waitingForStep.Add(ikStepper.GetInstanceID(), false);
}
/* Alternating Tetrapod Gait Initialization */
// Remove all inactive IKSteppers from the Groups
k = 0;
foreach (var ikStepper in gaitGroupA.ToArray()) {
if (!ikStepper.allowedTargetManipulationAccess()) gaitGroupA.RemoveAt(k);
else k++;
}
k = 0;
foreach (var ikStepper in gaitGroupB.ToArray()) {
if (!ikStepper.allowedTargetManipulationAccess()) gaitGroupB.RemoveAt(k);
else k++;
}
// Start with Group A and set switch time to step time
currentGaitGroup = gaitGroupA;
nextSwitchTime = maxStepTime;
}
private void LateUpdate() {
if (stepMode == StepMode.AlternatingTetrapodGait) AlternatingTetrapodGait();
else QueueStepMode();
}
private void QueueStepMode() {
/* Perform the step checks for all legs not already waiting to step.
* If a step is needed, enqueue them.
*/
foreach (var ikStepper in ikSteppers) {
// Check if Leg isnt already waiting for step.
if (waitingForStep[ikStepper.GetInstanceID()] == true) continue;
//Now perform check if a step is needed and if so enqueue the element
if (ikStepper.stepCheck()) {
stepQueue.Add(ikStepper);
waitingForStep[ikStepper.GetInstanceID()] = true;
if (printDebugLogs) Debug.Log(ikStepper.name + " is enqueued to step at queue position " + stepQueue.Count);
}
}
if (printDebugLogs) printQueue();
/* Iterate through the step queue in order and check if legs are eligible to step.
* If legs are able to step, let them step.
* If not, we have two cases: If the current mode selected is the QueueWait mode, then stop the iteration.
* If the current mode selected is the QueueNoWait mode, simply continue with the iteration.
*/
int k = 0;
foreach (var ikStepper in stepQueue.ToArray()) {
if (ikStepper.allowedToStep()) {
ikStepper.getIKChain().unpauseSolving();
ikStepper.step(calculateStepTime(ikStepper));
// Remove the stepping leg from the list:
waitingForStep[ikStepper.GetInstanceID()] = false;
stepQueue.RemoveAt(k);
if (printDebugLogs) Debug.Log(ikStepper.name + " was allowed to step and is thus removed.");
}
else {
if (printDebugLogs) Debug.Log(ikStepper.name + " is not allowed to step.");
// Stop iteration here if Queue Wait mode is selected
if (stepMode == StepMode.QueueWait) {
if (printDebugLogs) Debug.Log("Wait selected, thus stepping ends for this frame.");
break;
}
k++; // Increment k by one here since i did not remove the current element from the list.
}
}
/* Iterate through all the legs that are still in queue, and therefore werent allowed to step.
* For them pause the IK solving while they are waiting.
*/
foreach (var ikStepper in stepQueue) {
ikStepper.getIKChain().pauseSolving();
}
}
private void AlternatingTetrapodGait() {
// If the next switch time isnt reached yet, do nothing.
if (Time.time < nextSwitchTime) return;
/* Since switch time is reached, switch groups and set new switch time.
* Note that in the case of dynamic step time, it would not make sense to have each leg assigned its own step time
* since i want the stepping to be completed at the same time in order to switch to next group again.
* Thus, i simply calculate the average step time of the current group and use it for all legs.
* TODO: Add a random offset to the steptime of each leg to imitate nature more closely and use the max value as the next switch time
*/
currentGaitGroup = (currentGaitGroup == gaitGroupA) ? gaitGroupB : gaitGroupA;
float stepTime = calculateAverageStepTime(currentGaitGroup);
nextSwitchTime = Time.time + stepTime;
if (printDebugLogs) {
string text = ((currentGaitGroup == gaitGroupA) ? "Group: A" : "Group B") + " StepTime: " + stepTime;
Debug.Log(text);
}
/* Now perform the stepping for the current gait group.
* A leg in the gait group will only step if a step is needed.
* However, for debug purposes depending on which force mode is selected the other legs can be forced to step anyway.
*/
if (gaitStepForcing == GaitStepForcing.ForceAlways) {
foreach (var ikStepper in currentGaitGroup) ikStepper.step(stepTime);
}
else if (gaitStepForcing == GaitStepForcing.ForceIfOneLegSteps) {
bool b = false;
foreach (var ikStepper in currentGaitGroup) {
b = b || ikStepper.stepCheck();
if (b == true) break;
}
if (b == true) foreach (var ikStepper in currentGaitGroup) ikStepper.step(stepTime);
}
else {
foreach (var ikStepper in currentGaitGroup) {
if (ikStepper.stepCheck()) ikStepper.step(stepTime);
}
}
}
private float calculateStepTime(IKStepper ikStepper) {
if (dynamicStepTime) {
float k = stepTimePerVelocity * spider.getScale(); // At velocity=1, this is the steptime
float velocityMagnitude = ikStepper.getIKChain().getEndeffectorVelocityPerSecond().magnitude;
return (velocityMagnitude == 0) ? maxStepTime : Mathf.Clamp(k / velocityMagnitude, 0, maxStepTime);
}
else return maxStepTime;
}
private float calculateAverageStepTime(List<IKStepper> ikSteppers) {
if (dynamicStepTime) {
float stepTime = 0;
foreach (var ikStepper in ikSteppers) {
stepTime += calculateStepTime(ikStepper);
}
return stepTime / ikSteppers.Count;
}
else return maxStepTime;
}
private void printQueue() {
if (stepQueue == null) return;
string queueText = "[";
if (stepQueue.Count != 0) {
foreach (var ikStepper in stepQueue) {
queueText += ikStepper.name + ", ";
}
queueText = queueText.Substring(0, queueText.Length - 2);
}
queueText += "]";
Debug.Log("Queue: " + queueText);
}
}

切换角色
CharacterSwitcher
csharp
using UnityEngine;
using System.Collections;
public class CharacterSwitcher : MonoBehaviour
{
[Header("角色设置")]
public GameObject character1;
public GameObject character2;
[Header("切换按键")]
public KeyCode switchKey = KeyCode.Tab;
[Header("当前状态")]
public bool isCharacter1Active = true;
[Header("角色2专用相机")]
public Camera camera2;
[Header("切换延迟")]
public float switchDelay = 0.5f; // 等待时间
private bool isSwitching = false; // 正在等待切换
private void Start()
{
if (character1 == null || character2 == null)
{
Debug.LogError("请在Inspector中指定两个角色的GameObject!");
return;
}
character1.SetActive(isCharacter1Active);
character2.SetActive(!isCharacter1Active);
if (camera2 != null)
camera2.gameObject.SetActive(!isCharacter1Active);
}
private void Update()
{
if (Input.GetKeyDown(switchKey) && !isSwitching)
SwitchCharacter();
}
/* 供外部脚本调用的接口同样延迟 */
public void SwitchCharacter()
{
if (character1 == null || character2 == null || isSwitching)
return;
isSwitching = true;
/* 立即冻结当前角色,防止继续移动 */
FreezeMovement(GetActiveCharacter());
/* 延迟真正切换 */
StartCoroutine(DelayedSwitch());
}
public void SwitchToSpecificCharacter(bool switchToCharacter1)
{
if (isCharacter1Active == switchToCharacter1 || isSwitching)
return;
isSwitching = true;
FreezeMovement(GetActiveCharacter());
StartCoroutine(DelayedSwitch(switchToCharacter1));
}
/* 0.5 秒后真正切换 */
private IEnumerator DelayedSwitch(bool? targetState = null)
{
yield return new WaitForSeconds(switchDelay);
bool nextState = targetState ?? !isCharacter1Active;
isCharacter1Active = nextState;
character1.SetActive(isCharacter1Active);
character2.SetActive(!isCharacter1Active);
if (camera2 != null)
camera2.gameObject.SetActive(!isCharacter1Active);
Debug.Log($"切换到: {(isCharacter1Active ? "角色1" : "角色2")}");
isSwitching = false;
}
/* 简单冻结:把 Rigidbody 设为 Kinematic,关闭 CharacterController */
private void FreezeMovement(GameObject go)
{
if (go.TryGetComponent(out Rigidbody rb))
{
rb.velocity = Vector3.zero;
rb.angularVelocity = Vector3.zero;
rb.isKinematic = true;
}
if (go.TryGetComponent(out CharacterController cc))
cc.enabled = false;
}
public GameObject GetActiveCharacter()
{
return isCharacter1Active ? character1 : character2;
}
}


Day10 对象池管理------音频管理
对象池管理
GamePoolManager
csharp
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using GGG.Tool.Singleton;
using GGG.Tool;
public class GamePoolManager : Singleton<GamePoolManager>
{
// 1. 缓存配置项类
[System.Serializable]
private class PoolItem
{
public string ItemName; // 对象名称,用于标识
public GameObject Item; // 要缓存的游戏对象
public int InitMaxCount; // 初始最大缓存数量
}
// 2. 缓存配置列表
[SerializeField]
private List<PoolItem> _configPoolItem = new List<PoolItem>();
private Dictionary<string, Queue<GameObject>> _poolCenter = new Dictionary<string, Queue<GameObject>>();
//对象池父对象
private GameObject _poolItemParent;
private void Start()
{
_poolItemParent = new GameObject("PoolItemParent");
//放到GamePoolManager的子级,统一管理
_poolItemParent.transform.SetParent(this.transform);
InitPool();
}
private void InitPool()
{
// 1. 我们判断外部配置是不是空的。
if (_configPoolItem.Count == 0)
return;
for (var i = 0; i < _configPoolItem.Count; i++)
{
for (int j = 0; j < _configPoolItem[i].InitMaxCount; j++)
{
var item = Instantiate(_configPoolItem[i].Item);
// 将对象设置为不可见
item.SetActive(false);
// 设置为PoolItemParent的子物体
item.transform.SetParent(_poolItemParent.transform);
// 判断池子中有没有存在这个对象的
if (!_poolCenter.ContainsKey(_configPoolItem[i].ItemName))
{
// 如果当前对象池中没有对应名称的池子,那么我们需要创建一个
_poolCenter.Add(
_configPoolItem[i].ItemName,
new Queue<GameObject>()
);
_poolCenter[_configPoolItem[i].ItemName].Enqueue(item);
}
else
{
_poolCenter[_configPoolItem[i].ItemName].Enqueue(item);
}
}
}
Debug.Log(_poolCenter.Count);
Debug.Log(_poolCenter["ATKSound"].Count);
}
/// <summary>
/// 从对象池中尝试获取指定名称的对象,并设置其位置和旋转信息
/// </summary>
/// <param name="name">要获取的对象池名称(用于标识特定类型的对象)</param>
/// <param name="position">对象激活后的世界坐标位置</param>
/// <param name="rotation">对象激活后的世界空间旋转角度</param>
public void TryGetPoolItem(string name, Vector3 position, Quaternion rotation)
{
// 检查对象池容器中是否存在指定名称的对象池
if (_poolCenter.ContainsKey(name))
{
// 从对应名称的对象池队列中取出队首的对象(出队操作)
var item = _poolCenter[name].Dequeue();
// 设置对象的位置信息
item.transform.position = position;
// 设置对象的旋转信息
item.transform.rotation = rotation;
// 激活对象
item.SetActive(true);
// 将使用后的对象重新放回队列尾部(实现对象复用,避免频繁创建销毁)
_poolCenter[name].Enqueue(item);
}
else
{
// 当请求的对象池不存在时
Debug.Log(message: $"当前请求的对象池{name}不存在");
}
}
/// <summary>
/// 从对象池中尝试获取指定名称的对象(重载方法,不指定位置和旋转)
/// </summary>
/// <param name="name">要获取的对象池名称</param>
/// <returns>获取到的游戏对象,若对象池不存在则返回null</returns>
public GameObject TryGetPoolItem(string name)
{
// 检查对象池容器中是否存在指定名称的对象池
if (_poolCenter.ContainsKey(name))
{
// 从对应名称的对象池队列中取出队首的对象
var item = _poolCenter[name].Dequeue();
// 激活对象
item.SetActive(true);
// 将使用后的对象重新放回队列尾部
_poolCenter[name].Enqueue(item);
return item;
}
// 当请求的对象池不存在时
Debug.Log(message: $"当前请求的对象池{name}不存在");
return null;
}
}

新建一个音频预制体,作为对象池的物品



对象池物品基类
PoolItemBase
csharp
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 对象池物品接口
/// </summary>
public interface IPoolItem
{
void Spawn(); // 当对象从对象池取出、激活时执行的逻辑,比如初始化状态、显示特效等
void Recycle(); // 当对象回收到对象池时执行的逻辑,比如重置状态、隐藏对象等
}
/// <summary>
/// 对象池物品基类,继承自MonoBehaviour并实现IPoolItem接口
/// 作为具体对象池物品(如子弹、道具等)的抽象父类,封装通用逻辑
/// </summary>
public abstract class PoolItemBase : MonoBehaviour, IPoolItem
{
private void OnEnable()
{
Spawn();
}
private void OnDisable()
{
Recycle();
}
public virtual void Spawn()
{
}
public virtual void Recycle()
{
}
}
对象池中的物品------音频
PoolItemSound
csharp
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 声音类型枚举
/// </summary>
public enum SoundType
{
ATK, // 攻击
HIT, // 受击
BLOCK, // 格挡
FOOT // 脚步
}
/// <summary>
/// 声音对象池物品类
/// 用于管理音效播放对象的激活、回收,复用AudioSource
/// </summary>
public class PoolItemSound : PoolItemBase
{
// 音频源
private AudioSource _audioSource;
[SerializeField] SoundType _soundType;
private void Awake()
{
_audioSource = GetComponent<AudioSource>();
}
/// <summary>
/// 音效对象从对象池取出时的逻辑
/// </summary>
public override void Spawn()
{
//PlaySound(_soundType);
}
private void PlaySound(SoundType _soundType)
{
}
}
音频ScriptableObject
AssetsSoundSO
csharp
using System.Collections.Generic;
using UnityEngine;
namespace Spiderman.Assets
{
// 自定义创建Asset的菜单,方便在Unity编辑器右键创建该资源
[CreateAssetMenu(fileName = "Sound", menuName = "CreateActions/Assets/Sound", order = 0)]
public class AssetsSoundSO : ScriptableObject
{
// 序列化的内部类,用于配置声音类型和对应的音频片段数组
[System.Serializable]
private class SoundConfig
{
public SoundType SoundType; // 声音类型,需有对应的枚举定义(代码里未展示,需确保存在)
public AudioClip[] AudioClips; // 该类型声音对应的音频片段数组
}
// 声音配置列表,可在Inspector中配置不同类型声音及其音频片段
[SerializeField]
private List<SoundConfig> _configSound = new List<SoundConfig>();
}
}

然后在AssetsSoundSO中加入函数:根据声音类型获取对应的音频片段
csharp
/// <summary>
/// 根据声音类型获取对应的音频片段
/// </summary>
/// <param name="_soundType"></param>
/// <returns></returns>
public AudioClip GetAudioClip(SoundType _soundType)
{
if(_configSound == null || _configSound.Count == 0)
return null;
switch (_soundType)
{
//随机返回对应类型的音频片段
case SoundType.ATK:
return _configSound[0].AudioClips[Random.Range(0, _configSound[0].AudioClips.Length)];
case SoundType.HIT:
return _configSound[1].AudioClips[Random.Range(0, _configSound[1].AudioClips.Length)];
case SoundType.BLOCK:
return _configSound[2].AudioClips[Random.Range(0, _configSound[2].AudioClips.Length)];
case SoundType.FOOT:
return _configSound[3].AudioClips[Random.Range(0, _configSound[3].AudioClips.Length)];
}
return null;
}
音频预制体的播放逻辑
在PoolItemSound中加入音效播放及其回收逻辑
csharp
using Spiderman.Assets;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 声音类型枚举
/// </summary>
public enum SoundType
{
ATK, // 攻击
HIT, // 受击
BLOCK, // 格挡
FOOT // 脚步
}
/// <summary>
/// 声音对象池物品类
/// 用于管理音效播放对象的激活、回收,复用AudioSource
/// </summary>
public class PoolItemSound : PoolItemBase
{
// 音频源
private AudioSource _audioSource;
[SerializeField] SoundType _soundType;
[SerializeField] AssetsSoundSO _soundAssets;
private void Awake()
{
_audioSource = GetComponent<AudioSource>();
}
/// <summary>
/// 音效对象从对象池取出
/// </summary>
public override void Spawn()
{
//被激活的时候播放音效
PlaySound();
}
/// <summary>
/// 播放音效
/// </summary>
private void PlaySound()
{
_audioSource.clip = _soundAssets.GetAudioClip(_soundType);
_audioSource.Play();
// 回收音效对象
StartRecycle();
}
/// <summary>
/// 音效对象回收
/// </summary>
private void StartRecycle()
{
// 延迟0.3秒后停止播放
TimerManager.MainInstance.TryGetOneTimer(0.3f, DisableSelf);
}
/// <summary>
/// 定时任务:停止播放
/// </summary>
private void DisableSelf()
{
_audioSource.Stop();
gameObject.SetActive(false);
}
}
然后在声音预制体中拖入该脚本PoolItemSound


注意勾选Assets和对应的Type
Day11 Animation Event动画事件
让音频播放与Animation联动起来
脚本AnimationEvent挂在角色身上
csharp
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Spiderman.Event
{
public class AnimationEvent : MonoBehaviour
{
private void PlaySound(string _soundName)
{
//选取对象池中的音效对象
GamePoolManager.MainInstance.TryGetPoolItem(_soundName,transform.position,Quaternion.identity);
}
}
}
在关键帧加入事件调用PlaySound函数:

目前进度:
