1. 程式人生 > 其它 >與二次元老婆邂逅的遊戲的建立過程(三)

與二次元老婆邂逅的遊戲的建立過程(三)

技術標籤:遊戲

上期我們讓老婆進行了一些簡單的動作
但是因為沒有頭髮擺動顯得不自然
所以今天我們來給老婆加上頭髮的自然搖擺
廢話少說我們開始吧

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using live2d;
using live2d.framework;

public class live2dModel : MonoBehaviour
{
    public TextAsset modelFile;
    private Live2DModelUnity live2DModel;
private Matrix4x4 live2DCanvasPos; public Texture2D[] textures; private L2DMotionManager L2DMotionManager; public TextAsset[] motionFiles; private Live2DMotion[] motions; private MotionQueueManager motionQueueManager; public int motionIndex; //自動眨眼 private EyeBlinkMotion
eyeBlinkMotion; //滑鼠拖拽引起動作變化 private L2DTargetPoint drag; //套物理運算的設定 private PhysicsHair physicsHairSideLeft; private PhysicsHair physicsHairSideRight; private PhysicsHair physicsHairBackLeft; private PhysicsHair physicsHairBackRight; // Use this for initialization void
Start() { //初始化 Live2D.init(); //讀取模型 //TextAsset modelFile = Resources.Load<TextAsset>("Epsilon/runtime/Epsilon.moc"); live2DModel = Live2DModelUnity.loadModel(modelFile.bytes); //與貼圖建立聯絡 //Live2DModelUnity.loadModel(modelFile.bytes); for (int i = 0; i < textures.Length; i++) { live2DModel.setTexture(i, textures[i]); } //指定顯示位置與尺寸(實用正交矩陣與相關API顯示影象,再由遊戲物體的位置和攝像機的size調整到合適的位置) float modelWidth = live2DModel.getCanvasWidth(); live2DCanvasPos = Matrix4x4.Ortho(0, modelWidth, modelWidth, 0, -50, 50); //播放動作 //例項化動作物件 motions = new Live2DMotion[motionFiles.Length]; for (int i = 0; i < motions.Length; i++) { motions[i] = Live2DMotion.loadMotion(motionFiles[i].bytes); } //設定某一個動畫的屬性 //重複播放不淡入 motions[0].setLoopFadeIn(false); //設定淡入淡出時間,引數單位為毫秒 motions[0].setFadeOut(1000); motions[0].setFadeIn(1000); //動畫是否迴圈播放 //motions[0].setLoop(true); //motionQueueManager = new MotionQueueManager(); //motionQueueManager.startMotion(motions[0]); #region 左右前邊 //左發 physicsHairSideLeft = new PhysicsHair(); //套用物理運算(長度單位公尺影響搖擺的週期,頭髮的阻力,頭髮的重量) physicsHairSideLeft.setup(0.2f, 0.5f, 0.14f); //設定輸入引數 //設定哪一個部分變動時進行的那一種物理運算 PhysicsHair.Src srcX = PhysicsHair.Src.SRC_TO_X;//橫向搖擺 physicsHairSideLeft.addSrcParam(srcX, "PARAM_ANGLE_X", 0.005f, 1); //設定輸出表現 PhysicsHair.Target target = PhysicsHair.Target.TARGET_FROM_ANGLE; physicsHairSideLeft.addTargetParam(target, "PARAM_HAIR_SIDE_L", 0.005f, 1); //右發 physicsHairSideRight = new PhysicsHair(); //套用物理運算(長度單位公尺影響搖擺的週期,頭髮的阻力,頭髮的重量) physicsHairSideRight.setup(0.2f, 0.5f, 0.14f); //設定輸入引數 //設定哪一個部分變動時進行的那一種物理運算 PhysicsHair.Src srcXRight = PhysicsHair.Src.SRC_TO_X;//橫向搖擺 physicsHairSideRight.addSrcParam(srcXRight, "PARAM_ANGLE_X", 0.005f, 1); //設定輸出表現 PhysicsHair.Target targetRight = PhysicsHair.Target.TARGET_FROM_ANGLE; physicsHairSideRight.addTargetParam(targetRight, "PARAM_HAIR_SIDE_R", 0.005f, 1); #endregion //動作的優先順序使用 L2DMotionManager = new L2DMotionManager(); //眨眼 eyeBlinkMotion = new EyeBlinkMotion(); //滑鼠拖拽 drag = new L2DTargetPoint(); } // Update is called once per frame void Update() { //模型位置(矩陣形式的區域性座標轉換成世界座標) live2DModel.setMatrix(transform.localToWorldMatrix * live2DCanvasPos); //if (Input.GetKeyDown(KeyCode.M)) //{ // motionIndex++; // if (motionIndex>=motions.Length) // { // motionIndex = 0; // } // motionQueueManager.startMotion(motions[motionIndex]); //} //motionQueueManager.updateParam(live2DModel); //模型跟隨滑鼠轉向與看向 Vector3 pos = Input.mousePosition; if (Input.GetMouseButton(0)) { drag.Set(pos.x / Screen.width * 2 - 1, pos.y / Screen.height * 2 - 1); } else if (Input.GetMouseButtonUp(0)) { drag.Set(0, 0); } //引數及時更新,考慮加速度等自然因素,計算座標,進行逐幀更新 drag.update(); //模型轉向 if (drag.getX() != 0) { live2DModel.setParamFloat("PARAM_ANGLE_X", 30 * drag.getX()); live2DModel.setParamFloat("PARAM_ANGLE_Y", 30 * drag.getY()); live2DModel.setParamFloat("PARAM_BODY_ANGLE_X", 10 * drag.getX()); live2DModel.setParamFloat("PARAM_EYE_BALL_X", drag.getX()); live2DModel.setParamFloat("PARAM_EYE_BALL_Y", drag.getY()); } //眨眼 eyeBlinkMotion.setParam(live2DModel); long time = UtSystem.getUserTimeMSec();//執行時間 //更新模型定點等 live2DModel.update(); } private void OnRenderObject() { live2DModel.draw(); } private void StartMotion(int motionIndex, int priority) { if (L2DMotionManager.getCurrentPriority() >= priority) { return; } L2DMotionManager.startMotion(motions[motionIndex]); } }

這樣我們是實現了前鬢的抖動

 using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using live2d;
using live2d.framework;

public class live2dModel : MonoBehaviour
{
    public TextAsset modelFile;
    private Live2DModelUnity live2DModel;
    private Matrix4x4 live2DCanvasPos;
    public Texture2D[] textures;

    private L2DMotionManager L2DMotionManager;
    public TextAsset[] motionFiles;
    private Live2DMotion[] motions;
    private MotionQueueManager motionQueueManager;
    public int motionIndex;

    //自動眨眼
    private EyeBlinkMotion eyeBlinkMotion;

    //滑鼠拖拽引起動作變化
    private L2DTargetPoint drag;

    //套物理運算的設定
    private PhysicsHair physicsHairSideLeft;
    private PhysicsHair physicsHairSideRight;
    private PhysicsHair physicsHairBackLeft;
    private PhysicsHair physicsHairBackRight;

    
    
    // Use this for initialization
    void Start()
    {

        //初始化
        Live2D.init();
        //讀取模型
        //TextAsset modelFile = Resources.Load<TextAsset>("Epsilon/runtime/Epsilon.moc");
        live2DModel = Live2DModelUnity.loadModel(modelFile.bytes);
        //與貼圖建立聯絡
        //Live2DModelUnity.loadModel(modelFile.bytes);

        for (int i = 0; i < textures.Length; i++)
        {
            live2DModel.setTexture(i, textures[i]);
        }
        //指定顯示位置與尺寸(實用正交矩陣與相關API顯示影象,再由遊戲物體的位置和攝像機的size調整到合適的位置)
        float modelWidth = live2DModel.getCanvasWidth();

        live2DCanvasPos = Matrix4x4.Ortho(0, modelWidth, modelWidth, 0, -50, 50);

        //播放動作
        //例項化動作物件
        motions = new Live2DMotion[motionFiles.Length];
        for (int i = 0; i < motions.Length; i++)
        {
            motions[i] = Live2DMotion.loadMotion(motionFiles[i].bytes);

        }
        //設定某一個動畫的屬性

        //重複播放不淡入
        motions[0].setLoopFadeIn(false);
        //設定淡入淡出時間,引數單位為毫秒
        motions[0].setFadeOut(1000);
        motions[0].setFadeIn(1000);
        //動畫是否迴圈播放
        //motions[0].setLoop(true);

        //motionQueueManager = new MotionQueueManager();
        //motionQueueManager.startMotion(motions[0]);
        #region 左右前邊
        //左發
        physicsHairSideLeft = new PhysicsHair();

        //套用物理運算(長度單位公尺影響搖擺的週期,頭髮的阻力,頭髮的重量)
        physicsHairSideLeft.setup(0.2f, 0.5f, 0.14f);
        //設定輸入引數
        //設定哪一個部分變動時進行的那一種物理運算
        PhysicsHair.Src srcX = PhysicsHair.Src.SRC_TO_X;//橫向搖擺

        physicsHairSideLeft.addSrcParam(srcX, "PARAM_ANGLE_X", 0.005f, 1);

        //設定輸出表現
        PhysicsHair.Target target = PhysicsHair.Target.TARGET_FROM_ANGLE;

        physicsHairSideLeft.addTargetParam(target, "PARAM_HAIR_SIDE_L", 0.005f, 1);

        //右發
        physicsHairSideRight = new PhysicsHair();

        //套用物理運算(長度單位公尺影響搖擺的週期,頭髮的阻力,頭髮的重量)
        physicsHairSideRight.setup(0.2f, 0.5f, 0.14f);
        //設定輸入引數
        //設定哪一個部分變動時進行的那一種物理運算
        PhysicsHair.Src srcXRight = PhysicsHair.Src.SRC_TO_X;//橫向搖擺

        physicsHairSideRight.addSrcParam(srcXRight, "PARAM_ANGLE_X", 0.005f, 1);

        //設定輸出表現
        PhysicsHair.Target targetRight = PhysicsHair.Target.TARGET_FROM_ANGLE;

        physicsHairSideRight.addTargetParam(targetRight, "PARAM_HAIR_SIDE_R", 0.005f, 1);
        #endregion

         #region 左右後邊

        //左邊
        physicsHairBackLeft = new PhysicsHair();
        physicsHairBackLeft.setup(0.24f, 0.5f, 0.18f);

        PhysicsHair.Src srcO = PhysicsHair.Src.SRC_TO_X;
        PhysicsHair.Src srcZ = PhysicsHair.Src.SRC_TO_G_ANGLE;

        physicsHairBackLeft.addSrcParam(srcO, "PARAM_ANGLE_X", 0.005F, 1);
        physicsHairBackLeft.addSrcParam(srcZ, "PARAM_ANGLE_Z", 0.8F, 1);

        PhysicsHair.Target targetBackLeft = PhysicsHair.Target.TARGET_FROM_ANGLE;

        physicsHairBackLeft.addTargetParam(targetBackLeft, "PARAM_HAIR_BACK_L", 0.005F, 1);

        //右邊
        physicsHairBackRight = new PhysicsHair();
        physicsHairBackRight.setup(0.24f, 0.5f, 0.18f);

        PhysicsHair.Src srcOBack = PhysicsHair.Src.SRC_TO_X;
        PhysicsHair.Src srcZBack = PhysicsHair.Src.SRC_TO_G_ANGLE;

        physicsHairBackRight.addSrcParam(srcOBack, "PARAM_ANGLE_X", 0.005F, 1);
        physicsHairBackRight.addSrcParam(srcZBack, "PARAM_ANGLE_Z", 0.8F, 1);

        PhysicsHair.Target targetBackRight = PhysicsHair.Target.TARGET_FROM_ANGLE;

        physicsHairBackRight.addTargetParam(targetBackRight, "PARAM_HAIR_BACK_R", 0.005F, 1);

        #endregion
        //動作的優先順序使用
        L2DMotionManager = new L2DMotionManager();

        //眨眼
        eyeBlinkMotion = new EyeBlinkMotion();


    
    //滑鼠拖拽
    drag = new L2DTargetPoint();
    }

    // Update is called once per frame
    void Update()
    {

        //模型位置(矩陣形式的區域性座標轉換成世界座標)
        live2DModel.setMatrix(transform.localToWorldMatrix * live2DCanvasPos);


        //if (Input.GetKeyDown(KeyCode.M))
        //{
        //    motionIndex++;
        //    if (motionIndex>=motions.Length)
        //   {
        //       motionIndex = 0;
        //   }
        //   motionQueueManager.startMotion(motions[motionIndex]);
        //}



        //motionQueueManager.updateParam(live2DModel);

        //模型跟隨滑鼠轉向與看向
        Vector3 pos = Input.mousePosition;
        if (Input.GetMouseButton(0))
        {
            drag.Set(pos.x / Screen.width * 2 - 1, pos.y / Screen.height * 2 - 1);
        }
        else if (Input.GetMouseButtonUp(0))
        {
            drag.Set(0, 0);
        }
        //引數及時更新,考慮加速度等自然因素,計算座標,進行逐幀更新
        drag.update();
        //模型轉向
        if (drag.getX() != 0)
        {
            live2DModel.setParamFloat("PARAM_ANGLE_X", 30 * drag.getX());
            live2DModel.setParamFloat("PARAM_ANGLE_Y", 30 * drag.getY());
            live2DModel.setParamFloat("PARAM_BODY_ANGLE_X", 10 * drag.getX());
            live2DModel.setParamFloat("PARAM_EYE_BALL_X", drag.getX());
            live2DModel.setParamFloat("PARAM_EYE_BALL_Y", drag.getY());
        }
        //眨眼
        eyeBlinkMotion.setParam(live2DModel);

        long time = UtSystem.getUserTimeMSec();//執行時間

        //更新模型定點等
        live2DModel.update();

    }
    private void OnRenderObject()
    {
        live2DModel.draw();
    }
    private void StartMotion(int motionIndex, int priority)
    {
        if (L2DMotionManager.getCurrentPriority() >= priority)
        {
            return;
        }

        L2DMotionManager.startMotion(motions[motionIndex]);
    }
}

這樣我們就實現了頭髮的自然擺動
其中的幾個頭髮的引數也是我們live2D裡面的
嗯對
三連還是要求一下的
萬一電腦前的大帥比或者大漂亮點讚了呢