分享拖尾效果制作

using UnityEngine;
using System.Collections;
using System.Collections.Generic;
[AddComponentMenu(“PocketRPG/Blade Master”)]
public class TrailsBladeMaster : MonoBehaviour
{
///
/// 拖尾效果
///
public WeaponTrail weaponSwipe;
public AnimationClip idleClip;
public AnimationClip runClip;
///
/// 移动速度
///
public float speed = 20.0f;
public Camera mainCamera;
private Animation animation;
protected TrailsAnimationController animationController;
protected CharacterController characterController;
///
/// 运行状态
///
private bool isMoving = false;
///
/// 目标位置
///
private Vector3 targetPosition;
///
/// 移动向量
///
private Vector3 moveDirection;
protected void Awake ()
{
this.animation = this.GetComponent ();
this.animationController = this.GetComponent ();
this.characterController = this.GetComponent ();
this.animation.CrossFade (this.idleClip.name);
}
protected void Start ()
{
if (this.weaponSwipe != null) this.animationController.AddTrail (this.weaponSwipe);
}
protected void Update ()
{
if (!this.isMoving && Input.GetMouseButtonDown(0))
{
this.targetPosition = this.GetWorldPosition();
if(this.targetPosition != Vector3.zero)
{
this.isMoving = true;
this.moveDirection = (this.targetPosition - this.transform.position).normalized * this.speed;
this.transform.rotation = Quaternion.LookRotation(new Vector3(this.moveDirection.x, 0f, this.moveDirection.z));
this.animation.CrossFade(this.runClip.name);
if(this.weaponSwipe != null) this.weaponSwipe.StartTrail(1f, 0f);
}
}
if (this.isMoving)
{
if(!this.IsArrivePosition())
{
this.characterController.Move(this.moveDirection * Time.deltaTime);
}
else
{
this.animation.CrossFade(this.idleClip.name);
if(this.weaponSwipe != null) this.weaponSwipe.ClearTrail();
this.transform.position = this.targetPosition;
this.isMoving = false;
}
}
}
///
/// 验证是否到达目标地点
///
/// true if this instance is arrive position; otherwise, false.
private bool IsArrivePosition()
{
Vector3 currentDirection = (this.targetPosition - this.transform.position).normalized;
if (this.CalculateNormalized (currentDirection) == this.CalculateNormalized (this.moveDirection) * -1)
{
return true;
}
return false;
}
///
/// 规范化比较向量
///
/// The normalized.
/// Direction.
private Vector3 CalculateNormalized(Vector3 direction)
{
Vector3 value = Vector3.zero;
value.x = direction.x > 0 ? 1 : -1;
value.z = direction.z > 0 ? 1 : -1;
return value;
}
///
/// 获取世界位置
///
/// The world position.
private Vector3 GetWorldPosition()
{
Ray ray = this.mainCamera.ScreenPointToRay(Input.mousePosition);
RaycastHit raycastHit;
if(Physics.Raycast(ray, out raycastHit))
{
if(raycastHit.collider.gameObject.name == “Terrain”)
{
return raycastHit.point;
}
}
return Vector3.zero;
}
}

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转载自blog.csdn.net/qq_23158477/article/details/102601138
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