Unity 布娃娃到动画器动作的简单平滑过渡

简单实现一下,逻辑为:

在开启布娃娃之前,储存所有动作骨骼的相对位置和相对旋转度数。

关闭布娃娃时,先将骨骼相对位置和相对旋转度数,通过DoTween平滑恢复到之前的值,之后开启动画器。

using DG.Tweening;
using UnityEngine;


class rig_data//此类存储骨骼、相对位置、相对角度
{
    public Transform rig;
    public Vector3 Original_Pos;
    public Vector3 Original_Rotate;
}

public class EnemyControl : MonoBehaviour
{
    Animator ani;
    List<rig_data> rig_Datas = new();
    // Start is called before the first frame update
    void Start()
    {
        ani = GetComponent<Animator>();
    }

    
    void Enable_RigDoll()//开启布娃娃
    {
        ani.enabled = false;
        foreach (CharacterJoint joint in GetComponentsInChildren<CharacterJoint>())
        {
            joint.enableCollision = true;
            joint.enablePreprocessing = true;
           
        }
        foreach (CapsuleCollider joint in GetComponentsInChildren<CapsuleCollider>())
        {
            joint.enabled = true;
        }
        foreach (BoxCollider joint in GetComponentsInChildren<BoxCollider>())
        {
            joint.enabled = true;
        }
        foreach (Rigidbody joint in GetComponentsInChildren<Rigidbody>())
        {
            joint.isKinematic = false;
            rig_data data = new rig_data()//存储所有骨骼数据
            {
                rig = joint.transform,
                Original_Pos = joint.transform.localPosition,
                Original_Rotate = joint.transform.localEulerAngles,
            };
            rig_Datas.Add(data);
        }
    }

    void Disable_RigDoll()#关闭布娃娃
    {
        foreach (CharacterJoint joint in GetComponentsInChildren<CharacterJoint>())
        {
            joint.enableCollision = false;
            joint.enablePreprocessing = false;
        }
        foreach (CapsuleCollider joint in GetComponentsInChildren<CapsuleCollider>())
        {
            joint.enabled = false;
        }
        foreach (BoxCollider joint in GetComponentsInChildren<BoxCollider>())
        {
            joint.enabled = false;
        }
        foreach (Rigidbody joint in GetComponentsInChildren<Rigidbody>())
        {
            joint.isKinematic = true;
        }

        Back();
    }

    void Back()#骨骼恢复到原位置
    {
        for (int i = 0; i < rig_Datas.Count; i++)
        {
            rig_Datas[i].rig.DOLocalMove(rig_Datas[i].Original_Pos,2).SetEase(Ease.Linear);
            rig_Datas[i].rig.DOLocalRotate(rig_Datas[i].Original_Rotate, 2).SetEase(Ease.Linear);
        }
    }
}

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