写在前面:
真正实现这些细枝末节的东西的时候才能感受到这种技术力的恐怖。
------致敬顽皮狗工作室
插件安装

为角色添加组件




右手同理
状态机脚本编写

BaseState.cs
csharp
using UnityEngine;
using System;
/// <summary>
/// 状态基类,定义了状态机中所有状态的基本行为规范
/// 泛型参数EEState限制为枚举类型,用于表示具体的状态类型
/// </summary>
/// <typeparam name="EState">状态枚举类型,继承自Enum</typeparam>
public abstract class BaseState<EState> where EState : Enum
{
//构造函数
public BaseState(EState key)
{
StateKey = key;
}
public EState StateKey { get; private set; }
public abstract void EnterState();
public abstract void ExitState();
public abstract void UpdateState();
public abstract EState GetNextState();
public abstract void OnTriggerEnter(Collider other);
public abstract void OnTriggerStay(Collider other);
public abstract void OnTriggerExit(Collider other);
}
NewBaseState.cs
csharp
using UnityEngine;
using System;
using System.Collections.Generic;
/// <summary>
/// 状态管理器泛型抽象类
/// </summary>
/// <typeparam name="EState">状态枚举类型,需继承自Enum</typeparam>
public abstract class StateManager<EState> : MonoBehaviour where EState : Enum
{
// 存储所有状态的字典,键为状态枚举,值为对应的状态实例
protected Dictionary<EState, BaseState<EState>> States = new Dictionary<EState, BaseState<EState>>();
// 当前激活的状态
protected BaseState<EState> CurrentState;
// 标志位:是否处于状态切换中
protected bool IsTransitioningState = false;
void Start()
{
CurrentState.EnterState();
}
void Update()
{
EState nextStateKey = CurrentState.GetNextState();
if (!IsTransitioningState && nextStateKey.Equals(CurrentState.StateKey))
{
// 如果当前状态和下一状态相同,则更新当前状态
CurrentState.UpdateState();
}
else if(!IsTransitioningState)
{
// 不同,则切换到下一状态
TransitionToState(nextStateKey);
}
}
/// <summary>
/// 状态切换方法,用于从当前状态切换到目标状态
/// </summary>
/// <param name="stateKey">目标状态的枚举标识</param>
protected virtual void TransitionToState(EState stateKey)
{
IsTransitioningState = true;
// 退出当前状态
CurrentState.ExitState();
// 进入目标状态
CurrentState = States[stateKey];
CurrentState.EnterState();
IsTransitioningState = false;
}
/// <summary>
/// 当碰撞体进入触发器时调用的方法,转发给当前状态处理
/// </summary>
/// <param name="other">进入触发器的碰撞体</param>
void OnTriggerEnter(Collider other)
{
CurrentState.OnTriggerEnter(other);
}
/// <summary>
/// 当碰撞体持续处于触发器中时调用的方法,转发给当前状态处理
/// </summary>
/// <param name="other">处于触发器中的碰撞体</param>
void OnTriggerStay(Collider other)
{
CurrentState.OnTriggerStay(other);
}
/// <summary>
/// 当碰撞体退出触发器时调用的方法,转发给当前状态处理
/// </summary>
/// <param name="other">退出触发器的碰撞体</param>
void OnTriggerExit(Collider other)
{
CurrentState.OnTriggerExit(other);
}
}
Animation Rigging
Rig Builder组件要放在Animator的同级



Rig放置的位置


环境交互状态机的编写


EnvironmentInteractionStateMachine
csharp
using UnityEngine;
using UnityEngine.Animations.Rigging;
using UnityEngine.Assertions; //调试用
public class EnvironmentInteractionStateMachine : StateManager<EnvironmentInteractionStateMachine.EEnvironmentInteractionState>
{
// 环境交互状态
public enum EEnvironmentInteractionState
{
Search, // 搜索状态
Approach, // 接近状态
Rise, // 起身状态
Touch, // 触碰状态
Reset // 重置状态
}
private EnvironmentInteractionContext _context;
// 约束、组件等引用
[SerializeField] private TwoBoneIKConstraint _leftIkConstraint;
[SerializeField] private TwoBoneIKConstraint _rightIkConstraint;
[SerializeField] private MultiRotationConstraint _leftMultiRotationConstraint;
[SerializeField] private MultiRotationConstraint _rightMultiRotationConstraint;
[SerializeField] private CharacterController characterController;
void Awake()
{
ValidateConstraints();
_context = new EnvironmentInteractionContext(_leftIkConstraint, _rightIkConstraint, _leftMultiRotationConstraint, _rightMultiRotationConstraint, characterController);
}
// 校验各类约束、组件是否正确赋值
private void ValidateConstraints()
{
Assert.IsNotNull(_leftIkConstraint, "Left IK constraint 没有赋值");
Assert.IsNotNull(_rightIkConstraint, "Right IK constraint 没有赋值");
Assert.IsNotNull(_leftMultiRotationConstraint, "Left multi-rotation constraint 没有赋值");
Assert.IsNotNull(_rightMultiRotationConstraint, "Right multi-rotation constraint 没有赋值");
Assert.IsNotNull(characterController, "characterController used to control character 没有赋值");
}
}
EnvironmentInteractionContext用来管理各种属性
csharp
using UnityEngine;
using UnityEngine.Animations.Rigging;
public class EnvironmentInteractionContext
{
private TwoBoneIKConstraint _leftIkConstraint;
private TwoBoneIKConstraint _rightIkConstraint;
private MultiRotationConstraint _leftMultiRotationConstraint;
private MultiRotationConstraint _rightMultiRotationConstraint;
private CharacterController _characterController;
public EnvironmentInteractionContext(
TwoBoneIKConstraint leftIkConstraint,
TwoBoneIKConstraint rightIkConstraint,
MultiRotationConstraint leftMultiRotationConstraint,
MultiRotationConstraint rightMultiRotationConstraint,
CharacterController characterController)
{
_leftIkConstraint = leftIkConstraint;
_rightIkConstraint = rightIkConstraint;
_leftMultiRotationConstraint = leftMultiRotationConstraint;
_rightMultiRotationConstraint = rightMultiRotationConstraint;
_characterController = characterController;
}
// 外部可以访问的属性
public TwoBoneIKConstraint LeftIkConstraint => _leftIkConstraint;
public TwoBoneIKConstraint RightIkConstraint => _rightIkConstraint;
public MultiRotationConstraint LeftMultiRotationConstraint => _leftMultiRotationConstraint;
public MultiRotationConstraint RightMultiRotationConstraint => _rightMultiRotationConstraint;
public CharacterController CharacterController => _characterController;
}
从ResetState开始
csharp
using UnityEngine;
public class ResetState : EnvironmentInteractionState
{
// 构造函数
public ResetState(EnvironmentInteractionContext context, EnvironmentInteractionStateMachine.EEnvironmentInteractionState estate) : base(context, estate)
{
EnvironmentInteractionContext Context = context;
}
public override void EnterState(){}
public override void ExitState() { }
public override void UpdateState() { }
public override EnvironmentInteractionStateMachine.EEnvironmentInteractionState GetNextState()
{
return StateKey;
}
public override void OnTriggerEnter(Collider other) { }
public override void OnTriggerStay(Collider other) { }
public override void OnTriggerExit(Collider other) { }
}
EnvironmentInteractionStateMachine中加入初始化函数
csharp
void Awake()
{
//原来的代码
InitalizeStates();
}
csharp
/// <summary>
/// 初始化状态机
/// </summary>
private void InitalizeStates()
{
//添加状态
States.Add(EEnvironmentInteractionState.Reset, new ResetState(_context, EEnvironmentInteractionState.Reset));
States.Add(EEnvironmentInteractionState.Search, new SearchState(_context, EEnvironmentInteractionState.Search));
States.Add(EEnvironmentInteractionState.Approach, new ApproachState(_context, EEnvironmentInteractionState.Approach));
States.Add(EEnvironmentInteractionState.Rise, new RiseState(_context, EEnvironmentInteractionState.Rise));
States.Add(EEnvironmentInteractionState.Touch, new TouchState(_context, EEnvironmentInteractionState.Touch));
//设置初始状态为Reset
CurrentState = States[EEnvironmentInteractionState.Reset];
}

状态机运行正常
环境检测

1.在角色身上创建一个稍大于臂展的碰撞盒
EnvironmentInteractionStateMachine
csharp
void Awake()
{
///原来的代码
ConstructEnvironmentDetectionCollider();
}
csharp
/// <summary>
/// 创建一个环境检测用的碰撞体
/// </summary>
private void ConstructEnvironmentDetectionCollider()
{
// 碰撞体大小的基准值
float wingspan = characterController.height;
// 给当前游戏对象添加盒型碰撞体组件
BoxCollider boxCollider = gameObject.AddComponent<BoxCollider>();
// 设置碰撞体大小为立方体,各边长度等于翼展
boxCollider.size = new Vector3(wingspan, wingspan, wingspan);
// 设置碰撞体中心位置
// 基于角色控制器的中心位置进行偏移:
// Y轴方向上移翼展的25%,Z轴方向前移翼展的50%
boxCollider.center = new Vector3(
characterController.center.x,
characterController.center.y + (.25f * wingspan),
characterController.center.z + (.5f * wingspan)
);
// 将碰撞体设置为触发器模式(用于检测碰撞而非物理碰撞响应)
boxCollider.isTrigger = true;
}


2.碰撞体触发器的交互机制
- 角色进入 "触发器区域" →
OnTriggerEnter
触发(一次) - 角色持续待在区域内 → 每帧触发
OnTriggerStay
- 角色离开区域 →
OnTriggerExit
触发(一次)



3.找到离角色更近的一侧,用来决定后面开启哪边的IK
在EnvironmentInteractionContext加入:判断碰撞相交位置更靠近哪一侧

csharp
// 身体两侧
public enum EBodySide
{
RIGHT,
LEFT
}
csharp
// 当前IK约束
public TwoBoneIKConstraint CurrentIkConstraint { get; private set; }
// 当前多旋转约束
public MultiRotationConstraint CurrentMultiRotationConstraint { get; private set; }
// 当前IK控制的目标位置
public Transform CurrentIkTargetTransform { get; private set; }
// 当前肩部骨骼
public Transform CurrentShoulderTransform { get; private set; }
// 当前身体的侧边(左或右)
public EBodySide CurrentBodySide { get; private set; }
/// <summary>
/// 根据传入位置,判断目标更靠近左侧还是右侧肩部,设置当前身体的侧边
/// </summary>
/// <param name="positionToCheck">需要检测的目标位置</param>
public void SetCurrentSide(Vector3 positionToCheck)
{
// 左肩部骨骼
Vector3 leftShoulder = _leftIkConstraint.data.root.transform.position;
// 右肩部骨骼
Vector3 rightShoulder = _rightIkConstraint.data.root.transform.position;
// 标志位:目标位置是否更靠近左侧
bool isLeftCloser = Vector3.Distance(positionToCheck, leftShoulder) <
Vector3.Distance(positionToCheck, rightShoulder);
if (isLeftCloser)
{
CurrentBodySide = EBodySide.LEFT;
CurrentIkConstraint = _leftIkConstraint;
CurrentMultiRotationConstraint = _leftMultiRotationConstraint;
}
else
{
CurrentBodySide = EBodySide.RIGHT;
CurrentIkConstraint = _rightIkConstraint;
CurrentMultiRotationConstraint = _rightMultiRotationConstraint;
}
// 记录当前肩部骨骼 和 IK控制的目标位置
CurrentShoulderTransform = CurrentIkConstraint.data.root.transform;
CurrentIkTargetTransform = CurrentIkConstraint.data.target.transform;
}
EnvironmentInteractionState
csharp
/// <summary>
/// 启动 IK 目标位置追踪
/// </summary>
/// <param name="intersectingCollider">相交的碰撞体,作为追踪关联对象</param>
protected void StartIkTargetPositionTracking(Collider intersectingCollider)
{
//只有碰撞体的层级为Interactable时才进行IK目标位置追踪
if (intersectingCollider.gameObject.layer == LayerMask.NameToLayer("Interactable"))
{
// 最近的碰撞点
Vector3 closestPointFromRoot = GetClosestPointOnCollider(intersectingCollider, Context.RootTransform.position);
// 设置当前更靠近的侧面(根据最近的碰撞点)
Context.SetCurrentSide(closestPointFromRoot);
}
}
/// <summary>
/// 更新 IK 目标位置
/// </summary>
/// <param name="intersectingCollider">相交的碰撞体,依据其状态更新目标位置</param>
protected void UpdateIkTargetPosition(Collider intersectingCollider)
{
}
/// <summary>
/// 重置 IK 目标位置追踪
/// </summary>
/// <param name="intersectingCollider">相交的碰撞体,针对其执行追踪重置</param>
protected void ResetIkTargetPositionTracking(Collider intersectingCollider)
{
}
这里要用到一个新的变量RootTransform 用来在GetClosestPointOnCollider() 方法中传入参数positionToCheck
EnvironmentInteractionContext
csharp
// 根对象
private Transform _rootTransform;
构造函数要加入这个变量
csharp
public EnvironmentInteractionContext(
TwoBoneIKConstraint leftIkConstraint,
TwoBoneIKConstraint rightIkConstraint,
MultiRotationConstraint leftMultiRotationConstraint,
MultiRotationConstraint rightMultiRotationConstraint,
CharacterController characterController,
Transform rootTransform)
{
_leftIkConstraint = leftIkConstraint;
_rightIkConstraint = rightIkConstraint;
_leftMultiRotationConstraint = leftMultiRotationConstraint;
_rightMultiRotationConstraint = rightMultiRotationConstraint;
_characterController = characterController;
_rootTransform = rootTransform;
}
csharp
public Transform RootTransform => _rootTransform;
当然,在EnvironmentInteractionStateMachine中也要传入这个变量
Awake()
csharp
_context = new EnvironmentInteractionContext(_leftIkConstraint, _rightIkConstraint, _leftMultiRotationConstraint, _rightMultiRotationConstraint, characterController,transform.root);
写一下ResetState的GetNextState()的下一状态切换逻辑
csharp
public override EnvironmentInteractionStateMachine.EEnvironmentInteractionState GetNextState()
{
// 下一个状态为 SearchState
return EnvironmentInteractionStateMachine.EEnvironmentInteractionState.Search;
//return StateKey;
}
注意:
在SearchState 的OnTriggerEnter() 中调用**StartIkTargetPositionTracking()**启动 IK 目标位置追踪
csharp
public override void OnTriggerEnter(Collider other) {
// 进入搜索状态时,开始跟踪目标位置
StartIkTargetPositionTracking(other);
}
测试一下功能是否正常:


效果倒是正常,不过这是我调试好久发现的问题,只有挂载rigidbody的物体才会触发Trigger回调函数,正常来说只要一方有rigidbody就能触发,不知道为什么这里会出现这个问题,角色身上的这个触发器肯定是rigidbody,那已经满足条件了,为什么还要其他物体也要挂载rigidbody,想不明白。。。
不过实现了就好,后面再排查问题吧,先完成最要紧
4.解决一下在狭窄通道走过的时候,左右频繁触发的问题
EnvironmentInteractionContext
csharp
// 当前交互的碰撞体
public Collider CurrentIntersectingCollider { get; set; }
EnvironmentInteractionState
csharp
/// <summary>
/// 启动 IK 目标位置追踪
/// </summary>
/// <param name="intersectingCollider">相交的碰撞体,作为追踪关联对象</param>
protected void StartIkTargetPositionTracking(Collider intersectingCollider)
{
//只有碰撞体的层级为Interactable && 当前没有可交互的碰撞体 时才进行IK目标位置追踪
// 防止频繁触发
if (intersectingCollider.gameObject.layer == LayerMask.NameToLayer("Interactable") && Context.CurrentIntersectingCollider == null)
{
// 记录当前碰撞体
Context.CurrentIntersectingCollider = intersectingCollider;
// 最近的碰撞点
Vector3 closestPointFromRoot = GetClosestPointOnCollider(intersectingCollider, Context.RootTransform.position);
// 设置当前更靠近的侧面(根据最近的碰撞点)
Context.SetCurrentSide(closestPointFromRoot);
}
}
csharp
/// <summary>
/// 重置 IK 目标位置追踪
/// </summary>
/// <param name="intersectingCollider">相交的碰撞体,针对其执行追踪重置</param>
protected void ResetIkTargetPositionTracking(Collider intersectingCollider)
{
if(intersectingCollider == Context.CurrentIntersectingCollider)
{
Context.CurrentIntersectingCollider = null;
}
}
SearchState
csharp
public override void OnTriggerEnter(Collider other) {
Debug.Log("Trigger:Enter");
// 进入搜索状态,开始跟踪目标位置
StartIkTargetPositionTracking(other);
}
public override void OnTriggerStay(Collider other) { }
public override void OnTriggerExit(Collider other) {
Debug.Log("Trigger:Exit");
// 退出搜索状态,停止跟踪目标位置
ResetIkTargetPositionTracking(other);
}
5.设置IK的目标位置
EnvironmentInteractionContext
csharp
// 相交碰撞体的最近点------默认值设为无穷大
public Vector3 ClosestPointOnColliderFromShoulder { get; set; } = Vector3.positiveInfinity;
EnvironmentInteractionState
csharp
/// <summary>
/// 设置 IK 目标位置
/// </summary>
/// <param name="targetPosition"></param>
private void SetIkTargetPosition()
{
// 最近的碰撞点
Context.ClosestPointOnColliderFromShoulder = GetClosestPointOnCollider(Context.CurrentIntersectingCollider, Context.CurrentShoulderTransform.position);
}
csharp
/// <summary>
/// 启动 IK 目标位置追踪
/// </summary>
/// <param name="intersectingCollider">相交的碰撞体,作为追踪关联对象</param>
protected void StartIkTargetPositionTracking(Collider intersectingCollider)
{
//只有碰撞体的层级为Interactable && 当前没有可交互的碰撞体 时才进行IK目标位置追踪
// 防止频繁触发
if (intersectingCollider.gameObject.layer == LayerMask.NameToLayer("Interactable") && Context.CurrentIntersectingCollider == null)
{
// 原来的代码不变
//设置IK目标位置
SetIkTargetPosition();
}
}
csharp
/// <summary>
/// 更新 IK 目标位置
/// </summary>
/// <param name="intersectingCollider">相交的碰撞体,依据其状态更新目标位置</param>
protected void UpdateIkTargetPosition(Collider intersectingCollider)
{
// 在接触过程中,一直更新IK目标位置
if (Context.CurrentIntersectingCollider == intersectingCollider)
{
SetIkTargetPosition();
}
}
SearchState
csharp
public override void OnTriggerStay(Collider other) {
// 跟踪目标位置
UpdateIkTargetPosition(other);
}
然后在EnvironmentInteractionStateMachine中加入可视化
csharp
/// <summary>
/// 当物体被选中时调用Gizmos绘制
/// </summary>
private void OnDrawGizmosSelected()
{
Gizmos.color = Color.red;
// 在最近碰撞点处绘制一个红色的球
if (_context != null && _context.ClosestPointOnColliderFromShoulder != null)
{
Gizmos.DrawSphere(_context.ClosestPointOnColliderFromShoulder, 0.03f);
}
}

新的问题出现了:
当角色行走的时候,由于身体会浮动,这个最近的碰撞点也在上下浮动,后面加上动画会出现手一直在墙上 上下乱摸。。。
6.解决最近碰撞点上下浮动问题
其实加一个变量记录一下角色的肩高就行,设定ik位置的时候传入该参数,这个点的高度就保持不变了
EnvironmentInteractionContext的构造函数加入一个角色的肩部高度变量
csharp
public EnvironmentInteractionContext(
TwoBoneIKConstraint leftIkConstraint,
TwoBoneIKConstraint rightIkConstraint,
MultiRotationConstraint leftMultiRotationConstraint,
MultiRotationConstraint rightMultiRotationConstraint,
CharacterController characterController,
Transform rootTransform)
{
_leftIkConstraint = leftIkConstraint;
_rightIkConstraint = rightIkConstraint;
_leftMultiRotationConstraint = leftMultiRotationConstraint;
_rightMultiRotationConstraint = rightMultiRotationConstraint;
_characterController = characterController;
_rootTransform = rootTransform;
CharacterShoulderHeight = leftIkConstraint.data.root.transform.position.y;
}
csharp
// 角色的肩部高度,用来约束Ik的高度
public float CharacterShoulderHeight { get; private set; }
EnvironmentInteractionState 传入目标位置的参数的y轴改成角色肩高CharacterShoulderHeight
csharp
/// <summary>
/// 设置 IK 目标位置
/// </summary>
/// <param name="targetPosition"></param>
private void SetIkTargetPosition()
{
// 最近的碰撞点
Context.ClosestPointOnColliderFromShoulder = GetClosestPointOnCollider(Context.CurrentIntersectingCollider,
// 目标位置:上半身的xz位置 角色肩高的y位置(高度位置)
new Vector3(Context.RootTransform.position.x, Context.CharacterShoulderHeight, Context.RootTransform.position.z));
}
问题解决

7.在离开当前碰撞体后,重置Ik的目标位置为无穷大
EnvironmentInteractionState
csharp
/// <summary>
/// 重置 IK 目标位置追踪
/// </summary>
/// <param name="intersectingCollider">相交的碰撞体,针对其执行追踪重置</param>
protected void ResetIkTargetPositionTracking(Collider intersectingCollider)
{
if(intersectingCollider == Context.CurrentIntersectingCollider)
{
// 重置当前碰撞体为空
Context.CurrentIntersectingCollider = null;
// 重置IK目标位置为无穷大
Context.ClosestPointOnColliderFromShoulder = Vector3.positiveInfinity;
}
}
效果:

8.开始对手部的IK组件目标位置进行更新
注意:需要为ik的目标位置加一个法向的偏移,防止手部穿模(因为手是有厚度的,不是纸片人)
EnvironmentInteractionState
csharp
/// <summary>
/// 设置 IK 目标位置
/// </summary>
/// <param name="targetPosition"></param>
private void SetIkTargetPosition()
{
// 最近的碰撞点
Context.ClosestPointOnColliderFromShoulder = GetClosestPointOnCollider(Context.CurrentIntersectingCollider,
// 目标位置:上半身的xz位置 角色肩高的y位置(高度位置)
new Vector3(Context.RootTransform.position.x, Context.CharacterShoulderHeight, Context.RootTransform.position.z));
#region 让手部的IK目标移动到这个最近碰撞点
// 1. 射线方向:从"最近碰撞点"指向"当前肩部位置"的向量
Vector3 rayDirection = Context.CurrentShoulderTransform.position
- Context.ClosestPointOnColliderFromShoulder;
// Unity 中向量的运算:Vector3 终点 - Vector3 起点
// 2. 归一化,得到单位向量
Vector3 normalizedRayDirection = rayDirection.normalized;
// 3. 偏移距离,防止手部穿模
float offsetDistance = 0.05f;
// 4. 最终要到达的位置:在"最近碰撞点"基础上,加上 沿rayDirection射线方向偏移 offsetDistance 距离
Vector3 targettPosition = Context.ClosestPointOnColliderFromShoulder
+ normalizedRayDirection * offsetDistance;
// 5. 更新 IK 目标位置
Context.CurrentIkTargetTransform.position = targettPosition;
#endregion
}
如果把权重一开始就拉到1,效果是这样的:

当然,我们还得根据具体的状态写Ik权重的控制脚本
每个具体状态的Ik控制逻辑的脚本编写
也就是根据状态决定是否/怎样更新手部Two Bone IK Constraint的权重