转自:http://blog.csdn.net/lyh916/article/details/44992805
在网上看到了一篇不错的文章,讲的是游戏中的剧情动画,感觉去做一做也是挺好玩的事,于是就有了这篇文章。游戏中的剧情(非CG动画)主要有两种,一种是自动播放的,另一种是含有对话的。可以把剧情中的一个个动画(这里的动画不仅仅包含角色动画,还包含位移,旋转,时间等待等等)当成一种种状态(有点像状态机),放到一个链表或者队列中,每当一个状态完成时便跳到下一个状态,于是就会形成连环的剧情动画了。
要注意的是,在普通状态下,一个动作完成会跳到下一个动作,但是在对话状态下,一个动作完成时不会自动跳到下一个动作,而是每出现一个新的对话,就会触发动作。
在这里给出核心代码(一个动作基类以及一个管理动作的类):
- using UnityEngine;
- using System.Collections;
-
- public class Command {
-
- public virtual void Execute() { }
- public void Next()
- {
- CommandManager.instance.Next2();
- }
- }
- using UnityEngine;
- using System.Collections;
- using System.Collections.Generic;
-
- public class CommandManager : MonoBehaviour {
-
- public static CommandManager instance;
-
- private List<Command> commands = new List<Command>();
- private int nowIndex = 0;
- public bool isDialogueMode = false;
-
-
- [SerializeField]
- public List<string> startObj = new List<string>();
- public Dictionary<string,Transform> allObj = new Dictionary<string,Transform>();
-
- void Awake()
- {
- instance = this;
- }
-
- void Start()
- {
- for (int i = 0; i < startObj.Capacity;i++ )
- allObj.Add(startObj[i], GameObject.Find(startObj[i]).transform);
-
- commands.Add(new CommandMusic("Taylor Swift - Red"));
-
-
- commands.Add(new CommandDialogueModeEnter());
-
- commands.Add(new CommandDialogue("Story1", 0, 0, 1));
- commands.Add(new CommandMove("Main Camera", new Vector3(-3.5f, 3.4f, -5.5f), 6f));
-
- commands.Add(new CommandDialogue("Story1", 1, 1, 2));
- commands.Add(new CommandMove("Main Camera", new Vector3(-4.8f, 3.4f, -4.8f), 0f));
- commands.Add(new CommandMove("Main Camera", new Vector3(-2.5f, 3.4f, -4.8f), 5f));
-
- commands.Add(new CommandDialogue("Story1", 2, 2, 3));
- commands.Add(new CommandRotate("Main Camera", new Vector3(10f, 180f, 0f), 0f));
- commands.Add(new CommandMove("Main Camera", new Vector3(-2.5f, 3.4f, -1f), 0f));
- commands.Add(new CommandMove("Main Camera", new Vector3(-4.6f, 3.4f, -1f), 5f));
-
- commands.Add(new CommandDialogueModeExit());
-
-
- commands.Add(new CommandMove("Main Camera", new Vector3(-20.5f, 5.8f, -7.9f), 0f));
- commands.Add(new CommandRotate("Main Camera", new Vector3(12f, 180f, 0f), 0f));
-
- commands.Add(new CommandWait(2f));
- commands.Add(new CommandPlayAnim("skeleton_warrior1", AnimatorManager.instance.run));
- commands.Add(new CommandPlayAnim("skeleton_warrior2", AnimatorManager.instance.run));
- commands.Add(new CommandPlayAnim("skeleton_warrior3", AnimatorManager.instance.run));
- commands.Add(new CommandPlayAnim("skeleton_warrior4", AnimatorManager.instance.run));
- commands.Add(new CommandPlayAnim("skeleton_warrior5", AnimatorManager.instance.run));
-
- commands.Add(new CommandWait(2f));
- commands.Add(new CommandPlayAnim("magic", AnimatorManager.instance.attack1));
-
- commands.Add(new CommandWait(1f));
- commands.Add(new CommandPlayAnim("skeleton_warrior1", AnimatorManager.instance.dead));
- commands.Add(new CommandPlayAnim("skeleton_warrior2", AnimatorManager.instance.dead));
- commands.Add(new CommandPlayAnim("skeleton_warrior3", AnimatorManager.instance.dead));
- commands.Add(new CommandPlayAnim("skeleton_warrior4", AnimatorManager.instance.dead));
- commands.Add(new CommandPlayAnim("skeleton_warrior5", AnimatorManager.instance.dead));
-
- commands.Add(new CommandPlayAnim("magic", AnimatorManager.instance.stand));
-
- commands.Add(new CommandDialogue("Story1", 3, 5, 0));
-
- commands.Add(new CommandWait(1f));
- }
-
-
- void Update()
- {
- if (Input.GetKeyDown(KeyCode.Q))
- commands[nowIndex].Execute();
- }
-
-
- public void Next()
- {
- nowIndex++;
- if (nowIndex < commands.Count)
- commands[nowIndex].Execute();
- }
-
-
- public void Next2()
- {
- if (isDialogueMode)
- return;
- else
- Next();
- }
- }
只需要根据自身的需要,写一些继承Command的类即可达到想要的效果了。以下是本人自己扩展的类:
效果图:
完整视频链接:http://v.youku.com/v_show/id_XOTMxMjIyMDU2.html
大约两分钟,建议全屏模式下播放(因为不太清晰),自认为剧情还是挺好的。。。
一个更好的方法是写一个编辑器类,将配置保存下来(保存在xml或者json文件),每次运行时读取。不过这里先放一放,最近好忙啊(因为课程的关系,大二下比之前都要忙啊),也不知道下一次写博客是什么时候!哎!