217 lines
7.7 KiB
Markdown
217 lines
7.7 KiB
Markdown
---
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title: StudyCase2
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date: 2025-11-26 15:38
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tags: [studycase, unity]
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pinned: true
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head:
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- - meta
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- name: description
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content: vitepress-theme-bluearchive StudyCase2
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- - meta
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- name: keywords
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content: vitepress theme bluearchive StudyCase2
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---
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# 绑定动画
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- [世界构筑的起始篇章-编辑器](#1世界构筑的起始篇章-编辑器)
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- [光芒汇聚之所-章节目标](#_2光芒汇聚之所-章节目标)
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- [光流影卷-演示视频](#3光流影卷-演示视频)
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- [初始祭坛-前置准备](#4初始祭坛-前置准备)
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- [勇者行迹录-章节任务](#5勇者行迹录-章节任务)
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- [异闻录-FAQ](#6异闻录-faq)
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## 1.世界构筑的起始篇章-编辑器
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- **Unity 2022.3.62f2**:
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- **Visual Studio 2022**
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## 2.光芒汇聚之所-章节目标
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- **导入模型修改材质**
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- **控制器绑定动画**
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## 3.光流影卷-演示视频
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<video id="vdMain" controls muted poster="/video/studycase2/演示视频.png" playsinline>
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<source id="vSource" src="/video/studycase2/演示视频.mp4" type="video/mp4" />
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</video>
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## 4.初始祭坛-前置准备
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### 1. 导入[FBX模型](/resources/studycase2/FBX.zip),导入[shader](/resources/studycase2/SimpleURPToon.zip)
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- 新健文件夹导入FBX
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<img src="/image/studycase2/新健文件夹导入FBX.png" data-fancybox="gallery"/>
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- 导入shader
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<img src="/image/studycase2/导入shader.png" data-fancybox="gallery"/>
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## 5.勇者行迹录-章节任务
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### 创建StudyCase2
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- 复制场景和脚本改名为StudyCase2
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<img src="/image/studycase2/复制场景和脚本改名为StudyCase2.png" data-fancybox="gallery"/>
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- 修改控制器的命名空间
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<img src="/image/studycase2/修改控制器的命名空间.png" data-fancybox="gallery"/>
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### 模型处理
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- 导出FBX材质球到Mats文件夹方便修改
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<img src="/image/studycase2/导出材质.png" data-fancybox="gallery"/>
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- 替换模型材质Shader
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<img src="/image/studycase2/嘴部材质特殊处理.png" data-fancybox="gallery"/>
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- 嘴巴贴图特殊处理
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<img src="/image/studycase2/嘴巴贴图特殊处理.png" data-fancybox="gallery"/>
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- 属于脸部材质需勾选isFace,嘴部材质特殊处理
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<img src="/image/studycase2/嘴部材质特殊处理.png" data-fancybox="gallery"/>
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### 用模型替换之前的胶囊体
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- 替换模型
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<img src="/image/studycase2/替换模型.png" data-fancybox="gallery"/>
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- 调整模型大小和位置
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<img src="/image/studycase2/调整模型大小和位置.png" data-fancybox="gallery"/>
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### 创建动画控制器,添加Idle和Move动画片段
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- 创建动画控制器
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<img src="/image/studycase2/创建动画控制器.png" data-fancybox="gallery"/>
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- 模型节点添加动画控制器组件
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<img src="/image/studycase2/模型节点添加动画控制器组件.png" data-fancybox="gallery"/>
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- 打开动画控制器界面,Idle作为默认动画
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<img src="/image/studycase2/Idle作为默认动画.png" data-fancybox="gallery"/>
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- 添加移动动画,创建连接,创建bool参数
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<img src="/image/studycase2/添加移动动画,创建连接,创建bool参数.png" data-fancybox="gallery"/>
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- moving和idle设置为循环播放
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<img src="/image/studycase2/moving和idle设置为循环播放.png" data-fancybox="gallery"/>
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### 创建状态条件
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- 设置idle到moving的条件
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<img src="/image/studycase2/设置idle到moving的条件.png" data-fancybox="gallery"/>
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- 设置moving到move end的条件
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<img src="/image/studycase2/设置moving到move end的条件.png" data-fancybox="gallery"/>
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- 设置move end到moving的条件的条件
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<img src="/image/studycase2/设置move end到moving的条件.png" data-fancybox="gallery"/>
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### 编写脚本`ThirdCharacterController.cs`
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- 修改`Assets\Scripts\StudyCase2` 下脚本 `ThirdCharacterController`
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```csharp
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using UnityEngine;
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using UnityEngine.InputSystem;
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namespace StudyCase2
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{
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public class ThirdCharacterController : MonoBehaviour
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{
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CharacterController characterController;
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InputActionAsset inputAction;
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Animator animator;
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Transform forward;
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Transform model;
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Cinemachine.CinemachineVirtualCamera vCam;
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public float moveSpeed = 5f;
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public float jumpSpeed = 2f;
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public float turnSpeed = 10f;
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public float gravity = 10f;
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Vector3 moveDir;
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Vector2 moveInput;
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private void Awake()
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{
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characterController = GetComponent<CharacterController>();
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forward = transform.Find("Forward");
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model = transform.Find("Model");
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animator = model.GetComponentInChildren<Animator>();
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vCam = transform.Find("Virtual Camera").GetComponent<Cinemachine.CinemachineVirtualCamera>();
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inputAction = Resources.Load<InputActionAsset>("Player");
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inputAction.FindAction("Move").started += OnMove;
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inputAction.FindAction("Move").performed += OnMove;
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inputAction.FindAction("Move").canceled += OnMove;
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inputAction.FindAction("Jump").performed += OnJump;
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inputAction.Enable();
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}
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private void Update()
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{
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moveDir = new Vector3(moveInput.x, moveDir.y, moveInput.y);
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forward.eulerAngles = new Vector3(0, vCam.transform.eulerAngles.y, 0);
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moveDir = forward.TransformDirection(moveDir);
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if (moveInput != Vector2.zero)
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{
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animator?.SetBool("Move", true);
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Quaternion target = Quaternion.LookRotation(new Vector3(moveDir.x, 0, moveDir.z));
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model.rotation = Quaternion.Slerp(model.rotation, target, turnSpeed * Time.deltaTime);
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}
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else animator?.SetBool("Move", false);
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if (!characterController.isGrounded)
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moveDir.y -= gravity * Time.deltaTime;
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characterController.Move(moveDir * moveSpeed * Time.deltaTime);
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}
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public void OnMove(InputAction.CallbackContext context)
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{
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if (characterController.isGrounded)
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moveInput = context.ReadValue<Vector2>();
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else moveInput = Vector2.zero;
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}
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public void OnJump(InputAction.CallbackContext context)
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{
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if (context.performed && characterController.isGrounded)
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{
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moveDir.y = jumpSpeed;
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}
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}
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}
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}
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```
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### 代码讲解
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在Awake中自动获取组件,移除PlayerInput
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```csharp
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private void Awake()
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{
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characterController = GetComponent<CharacterController>();
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forward = transform.Find("Forward");
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model = transform.Find("Model");
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animator = model.GetComponentInChildren<Animator>();
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vCam = transform.Find("Virtual Camera").GetComponent<Cinemachine.CinemachineVirtualCamera>();
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inputAction = Resources.Load<InputActionAsset>("Player");
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inputAction.FindAction("Move").started += OnMove;
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inputAction.FindAction("Move").performed += OnMove;
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inputAction.FindAction("Move").canceled += OnMove;
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inputAction.FindAction("Jump").performed += OnJump;
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inputAction.Enable();
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}
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```
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```csharp
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//设置动画控制器参数
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//true:播放Moveing动画
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//false:播放Move end动画,然后回到Idle
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animator.SetBool("Move", true);
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```
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### Player节点设置
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挂载studycase2的控制器,移除PlayerInput组件
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<img src="/image/studycase2/重载控制器.png" data-fancybox="gallery"/>
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## 6.异闻录-FAQ
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- **移动不播放动画**:确认动画控制器的参数名字和脚本中设置的一样。
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- **动画只播放一遍**:检查是否勾选循环播放,在模型上看。
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- **动画状态切换有延迟**:确认动画控制器中连接线的HasExitTime是否勾选。
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完成以上步骤,即可得到一个带动画的第三人称控制器。[项目地址](http://home.gtuantuan.online:8300/TuanTuan/StudyCase) |