《UnityAPI.Animator动画器》(Yanlz+Unity+SteamVR+云技术+5G+AI+VR云游戏+Animator+avatar+CrossFade+Key+立钻哥哥++OK++)
《UnityAPI.Animator动画器》
版本 |
作者 |
参与者 |
完成日期 |
备注 |
UnityAPI_Animator_V01_1.0 |
严立钻 |
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2020.06.19 |
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#《UnityAPI.Animator动画器》发布说明:
++++“UnityAPI.Animator动画器”是对UnityAPI中Animator动画器类的剖析和拓展;
立钻哥哥:Unity是一个入门快、提高难的游戏引擎,想要提升能力,至少需要越过3道坎:API+Shader+综合能力;++1、API的积累:对API的合理利用不仅可以减轻自己的编码负担,而且往往可以提高程序的运行效率;这也是钻哥开始“Unity API”独立打造分类的初衷; ++2、Shader编程:想要做出一款精品游戏往往需要有高效的Shader的支持;Unity提供了一套改良的“Shader Lab”系统,优化了繁杂的“Open GL”编程; ++3、综合能力(技术+业务+管理):一款产品的制作除了功能编程外,往往会涉及很多其他领域,例如产品架构、UI交互设计、模型制作等,作为主要的编程人员,对其他相关领域的了解程序往往会影响到产品制作直至最后的产品体验; ++++立钻哥哥一直在推动【VR云游戏=Unity+SteamVR+云技术+5G+AI】,这个只是一个引子,抛砖引玉让大家对整个知识体系有一个明确的落地方向,宝宝们可以根据自己的兴趣方向进行拓展:比如Unity这里是指一种“3D游戏引擎”,也可拓展至“UE4、Cocos2dx”等游戏引擎;SteamVR是一种跨硬件解决方案,也可拓展至“VRTK”等第三方插件;“云技术+5G”是一种跨平台解决方案的核心技术,同样可拓展至其他平台解决方案;AI也是一种先进技术的举例,也可以拓展至任何一种前沿技术; |
@@提示:有些博客可能只是开了头,如果感兴趣的同学,可以“点赞”或“评论区留言”,只要关注的同学多了,那就会继续完善哟!(“++==”,表示没有写完的,如果关注度不高就不完善了;“++ok++”,表示此篇博客已经完成,是阶段性完整的!)
$$$$博客溯源:
++++VR云游戏=Unity+SteamVR+云技术+5G+AI;(说明:AI人工智能不是我们的主要研究技术,只是了解一下,领略一下有风的感觉!但是,VR是我们的研究重点)
++++【Unity API】分类:https://blog.csdn.net/vrunsoftyanlz/category_7637520.html
++++【Unity开发基础】分类:https://blog.csdn.net/vrunsoftyanlz/category_7309057.html
++++【Linux系统编程】分类:https://blog.csdn.net/vrunsoftyanlz/category_9694767.html
++++【C++C铸就生存利器】分类:https://blog.csdn.net/vrunsoftyanlz/category_9325802.html
++++【人工智能AI2026】分类:https://blog.csdn.net/vrunsoftyanlz/category_9212024.html
++++【立钻哥哥CSDN空间】:https://blog.csdn.net/VRunSoftYanlz/
#Animator动画器
#Animator动画器 |
#Animator动画器++A1、Description描述++B2、Variables变量++C3、Public Function共有函数++D4、Message消息 |
#A1、Description描述
#A1、Description描述 |
++A1、Description描述
++++立钻哥哥:Animator(动画器)是控制Mecanim动画系统的接口;
++++[namespace]:UnityEngine;
++++[Inherits from]:Behaviour;
++++【Unity API】分类:https://blog.csdn.net/vrunsoftyanlz/category_7637520.html
++++[Unity快速入门]:https://blog.csdn.net/VRunSoftYanlz/article/details/105776475
++++[UnityAPI目录]:https://blog.csdn.net/VRunSoftYanlz/article/details/106533906
++++[Application应用]:https://blog.csdn.net/VRunSoftYanlz/article/details/106086327
++++[Object对象]:https://blog.csdn.net/VRunSoftYanlz/article/details/106202194
++++[GameObject]:https://blog.csdn.net/VRunSoftYanlz/article/details/106223815
++++[MonoBehaviour]:https://blog.csdn.net/VRunSoftYanlz/article/details/106533256
++++[Component组件]:https://blog.csdn.net/VRunSoftYanlz/article/details/106367004
++++[Transform变换]:https://blog.csdn.net/VRunSoftYanlz/article/details/106607761
++++[Camera摄像机]:https://blog.csdn.net/VRunSoftYanlz/article/details/106148837
++++[Shader着色器]:https://blog.csdn.net/VRunSoftYanlz/article/details/106321040
++++[Material材质]:https://blog.csdn.net/VRunSoftYanlz/article/details/81814303
++++[Physics物理]:https://blog.csdn.net/VRunSoftYanlz/article/details/106268062
++++[Collider碰撞器]:https://blog.csdn.net/VRunSoftYanlz/article/details/106696886
++++[Rigidbody刚体]:https://blog.csdn.net/VRunSoftYanlz/article/details/106698042
++++[Joint关节]:https://blog.csdn.net/VRunSoftYanlz/article/details/106771226
++++[RaycastHit]:https://blog.csdn.net/VRunSoftYanlz/article/details/106292370
++++[ParticleSystem]:https://blog.csdn.net/VRunSoftYanlz/article/details/106341995
++++[WWW万维网]:https://blog.csdn.net/VRunSoftYanlz/article/details/106412890
++++[LineRenerer]:https://blog.csdn.net/VRunSoftYanlz/article/details/106306388
++++[WheelCollider]:https://blog.csdn.net/VRunSoftYanlz/article/details/82356217
++++[MovieTexture]:https://blog.csdn.net/VRunSoftYanlz/article/details/106434063
#B2、Variables变量
#B2、Variables变量 |
++B2、Variables变量++++B2.1、angularVelocity++++B2.2、applyRootMotion++++B2.3、avatar++++B2.4、bodyPosition++++B2.5、bodyRotation++++B2.6、cullingMode++++B2.7、deltaPosition++++B2.8、deltaRotation++++B2.9、feetPivotActive++++B2.10、gravityWeight++++B2.11、hasRootMotion++++B2.12、hasTransformHierarchy++++B2.13、humanScale++++B2.14、isHuman++++B2.15、isMatchingTarget++++B2.16、isOptimizable++++B2.17、layerCount++++B2.18、leftFeetBottomHeight++++B2.19、linearVelocityBlending++++B2.20、parameters++++B2.21、pivotPosition++++B2.22、pivotWeight++++B2.23、playbackTime++++B2.24、recorderMode++++B2.25、recorderStartTime++++B2.26、recorderStopTime++++B2.27、rightFeetBottomHeight++++B2.28、rootPosition++++B2.29、rootRotation++++B2.30、runtimeAnimatorController++++B2.31、speed++++B2.32、stabilizeFeet++++B2.33、targetPosition++++B2.34、targetRotation++++B2.35、updateMode++++B2.36、velocity++++B2.37、YanlzXREngine.Animator.Variables |
++B2.1、angularVelocity
++B2.1、angularVelocity |
++B2.1、angularVelocity
++++立钻哥哥:角速度;
public Vector3 angularVelocity; |
++++获得上一帧计算的阿凡达角速度;
++B2.2、applyRootMotion
++B2.2、applyRootMotion |
++B2.2、applyRootMotion
++++立钻哥哥:应用根运动;
bool applyRootMotion; |
++++是否应用根运动?
++++根运动是对象整体移动来影响,远离它的起点,但运动是由动画自己创建,而不是通过Transform来改变位置;注意:当脚本执行MonoBehaviour.OnAnimatorMove函数时,applyRootMotion没有影响;
++B2.3、avatar
++B2.3、avatar |
++B2.3、avatar
++++立钻哥哥:化身;
Avatar avatar; |
++++获取或设置当前的Avatar;
++++运行时修改不完全支持;自己承担使用风险;
++B2.4、bodyPosition
++B2.4、bodyPosition |
++B2.4、bodyPosition
++++立钻哥哥:身体位置;
Vector3 bodyPosition; |
++++身体质量中心的位置;
++++该位置是对象局部的位置;
++B2.5、bodyRotation
++B2.5、bodyRotation |
++B2.5、bodyRotation
++++立钻哥哥:身体旋转;
Quaternion bodyRotation; |
++++该身体质量中心的旋转;
++++该旋转是对象的局部旋转;
++B2.6、cullingMode
++B2.6、cullingMode |
++B2.6、cullingMode
++++立钻哥哥:剔除模式;
AnimatorCullingMode cullingMode; |
++++控制动画器组件的剔除模式;
++B2.7、deltaPosition
++B2.7、deltaPosition |
++B2.7、deltaPosition
++++立钻哥哥:增量位置;
Vector3 deltaPosition; |
++++获取上一帧avatar的增量位置;
++B2.8、deltaRotation
++B2.8、deltaRotation |
++B2.8、deltaRotation
++++立钻哥哥:增量旋转;
Quaternion deltaRotation; |
++++获取上一帧avatar的增量旋转;
++B2.9、feetPivotActive
++B2.9、feetPivotActive |
++B2.9、feetPivotActive
++++立钻哥哥:脚轴心点激活;
float feetPivotActive; |
++++混合身体质量中心与脚质量中心的轴心点;0%表示混合轴心点在身体的质量中心;100%表示混合轴心点在脚的轴心点;
++B2.10、gravityWeight
++B2.10、gravityWeight |
++B2.10、gravityWeight
++++立钻哥哥:重力;
float gravityWeight; |
++++基于当前播放的动画的当前重力;
++B2.11、hasRootMotion
++B2.11、hasRootMotion |
++B2.11、hasRootMotion
++++立钻哥哥:是否根运动;
bool hasRootMotion; |
++++如果当前绑定已经是根运动,返回真;
++B2.12、hasTransformHierarchy
++B2.12、hasTransformHierarchy |
++B2.12、hasTransformHierarchy
++++立钻哥哥:是否是变换层级;
bool hasTransformHierarchy; |
++++如果该对象已经是变换层级,返回真;
++++基于模型导入器中的优化游戏对象开关;
++B2.13、humanScale
++B2.13、humanScale |
++B2.13、humanScale
++++立钻哥哥:人形缩放;
float humanScale; |
++++返回当前人形绑定Avatar的缩放,(如果绑定是generic,默认为1);
++++此缩放相当于Unity的默认Avatar;
++B2.14、isHuman
++B2.14、isHuman |
++B2.14、isHuman
++++立钻哥哥:是否是人形;
bool isHuman; |
++++如果当前的绑定是人形的,返回真;如果是generic(普通)的则返回假;
++B2.15、isMatchingTarget
++B2.15、isMatchingTarget |
++B2.15、isMatchingTarget
++++立钻哥哥:是否匹配目标;
bool isMatchingTarget; |
++++如果自动匹配是激活的;
++B2.16、isOptimizable
++B2.16、isOptimizable |
++B2.16、isOptimizable
++++立钻哥哥:是否优化;
bool isOptimizable; |
++++如果当前的绑定是AimatorUtility.OptimizeTransformHierarchy优化的;
++B2.17、layerCount
++B2.17、layerCount |
++B2.17、layerCount
++++立钻哥哥:层数;
int layerCount; |
++++该动画器控制器的层数;
++B2.18、leftFeetBottomHeight
++B2.18、leftFeetBottomHeight |
++B2.18、leftFeetBottomHeight
++++立钻哥哥:左脚底高度;
float leftFeetBottomHeight; |
++++获得左脚底的高度;
using UnityEngine; using System.Collections; using YanlzXREngine;
public class YanlzAnimator : MonoBehaviour{
void LateUpdate(){ if(animator){ Vector3 leftFootT = animator.GetIKPosition(AvatarIKGoal.LeftFoot); Quaternion leftFootQ = animator.GetIKPosition(AvatarIKGoal.LeftFoot); Vector3 leftFootH = new Vector3(0, -animator.leftFeetBottomHeight, 0);
Vector3 pos = leftFootT + leftFootQ * leftFootH; Debug.Log(pos); } //立钻哥哥:if(){} } //立钻哥哥:void LateUpdate(){}
} //立钻哥哥:public class YanlzAnimator{} |
++B2.19、linearVelocityBlending
++B2.19、linearVelocityBlending |
++B2.19、linearVelocityBlending
++++立钻哥哥:线性速度混合;
public bool linearVelocityBlending; |
++++当linearVelocityBlending设置为true,根运动速度和角速度将线性混合;
++B2.20、parameters
++B2.20、parameters |
++B2.20、parameters
++++立钻哥哥:参数列表;
public AnimatorControllerParameter[] parameters; |
++++当linearVelocityBlending设置为true,根运动速度和角速度将线性混合;
++B2.21、pivotPosition
++B2.21、pivotPosition |
++B2.21、pivotPosition
++++立钻哥哥:轴心点位置;
Vector3 pivotPosition; |
++++获得当前轴心点的位置;
++++该轴心点是avatar的左右脚之间最稳定的轴心点;
++B2.22、pivotWeight
++B2.22、pivotWeight |
++B2.22、pivotWeight
++++立钻哥哥:轴心点权重;
float pivotWeight; |
++++获得轴心点的权重;
++++该轴心点是avatar的左右脚之间最稳定的轴心点;值为0时,左脚是最稳定的轴心点;值为1时,右脚是最稳定的轴心点;
++B2.23、playbackTime
++B2.23、playbackTime |
++B2.23、playbackTime
++++立钻哥哥:播放时间;
float playbackTime; |
++++在记录缓冲区设置播放位置;
++++当在播放模式,该值用于控制缓冲区当前的播放位置(秒);该值的范围在recorderStartTime和recorderStopTime之间;
++B2.24、recorderMode
++B2.24、recorderMode |
++B2.24、recorderMode
++++立钻哥哥:记录器模式;
public AnimatorRecorderMode recorderMode; |
++++获得动画器记录器的模式;
++B2.25、recorderStartTime
++B2.25、recorderStartTime |
++B2.25、recorderStartTime
++++立钻哥哥:记录开始时间;
float recorderStartTime; |
++++缓冲区第一帧的开始时间,相对于StartRecording被调用时的帧;
++++例如:如果我们已在第10帧开始记录,缓存是5帧长;如果缓存没有被初始化(StartRecording没被调用),该属性值将为-1;
++B2.26、recorderStopTime
++B2.26、recorderStopTime |
++B2.26、recorderStopTime
++++立钻哥哥:记录停止时间;
float recorderStopTime; |
++++记录剪辑的结束时间,相对于StartRecording被调用的帧;
++++例如:如果我们在第10秒开始记录,在第15秒结束记录,那么该值将会是5;如果缓存没有被初始化(StartRecording没被调用),该属性值将为-1;
++B2.27、rightFeetBottomHeight
++B2.27、rightFeetBottomHeight |
++B2.27、rightFeetBottomHeight
++++立钻哥哥:右脚底高度;
float rightFeetBottomHeight; |
++++获取右脚底的高度;
using UnityEngine; using System.Collections; using YanlzXREngine;
public class YanlzAnimator : MonoBehaviour{
void LateUpdate(){ if(animator){ Vector3 rightFootT = animator.GetIKPosition(AvatarIKGoal.RightFoot); Quaternion rightFootQ = animator.GetIKPosition(AvatarIKGoal.RightFoot); Vector3 rightFootH = new Vector3(0, -animator.rightFeetBottomHeight, 0);
Vector3 pos = rightFootT + rightFootQ * rightFootH; Debug.Log(pos); } //立钻哥哥:if(){} } //立钻哥哥:void LateUpdate(){}
} //立钻哥哥:public class YanlzAnimator{} |
++B2.28、rootPosition
++B2.28、rootPosition |
++B2.28、rootPosition
++++立钻哥哥:根位置;
Vector3 rootPosition; |
++++根位置,该游戏对象的位置;
++B2.29、rootRotation
++B2.29、rootRotation |
++B2.29、rootRotation
++++立钻哥哥:根旋转;
Quaternion rootRotation; |
++++根旋转,该游戏对象的旋转角度;
++B2.30、runtimeAnimatorController
++B2.30、runtimeAnimatorController |
++B2.30、runtimeAnimatorController
++++立钻哥哥:运动时动画器控制器;
RuntimeAnimatorController runtimeAnimatorController; |
++++AnimatorController的运行时代表,用来控制Animator;
++B2.31、speed
++B2.31、speed |
++B2.31、speed
++++立钻哥哥:速度;
float speed; |
++++动画器的播放速度;1表示正常播放速度;
++B2.32、stabilizeFeet
++B2.32、stabilizeFeet |
++B2.32、stabilizeFeet
++++立钻哥哥:稳定脚;
bool stabilizeFeet; |
++++过渡和混合时,脚自动稳定;
++B2.33、targetPosition
++B2.33、targetPosition |
++B2.33、targetPosition
++++立钻哥哥:目标位置;
Vector3 targetPosition; |
++++返回由SetTarget(AvatarTarget targetIndex, float targetNormalizedTime)指定的目标的位置;
++++当帧在SetTarget调用计算后,该位置才有效;
++B2.34、targetRotation
++B2.34、targetRotation |
++B2.34、targetRotation
++++立钻哥哥:目标旋转;
Quaternion targetRotation; |
++++返回由SetTarget(AvatarTarget targetIndex, float targetNormalizedTime)指定的目标的旋转角度;
++++当帧在SetTarget调用计算后,该旋转角度才有效;
++B2.35、updateMode
++B2.35、updateMode |
++B2.35、updateMode
++++立钻哥哥:更新模式;
AnimatorUpdateMode updateMode; |
++++该动画器的指定更新模式;
++B2.36、velocity
++B2.36、velocity |
++B2.36、velocity
++++立钻哥哥:速度;
public Vector3 velocity; |
++++获得上帧计算的阿凡达速度;
#C3、Functions函数
#C3、Functions函数 |
++C3、Functions函数++++C3.1、ApplyBuiltinRootMotion++++C3.2、CrossFade++++C3.3、CrossFadeInFixedTime++++C3.4、GetAnimatorTransitionInfo++++C3.5、GetBehaviour++++C3.6、GetBehaviours++++C3.7、GetBoneTransform++++C3.8、GetBool++++C3.9、GetCurrentAnimationClipState++++C3.10、GetCurrentAnimatorStateInfo++++C3.11、GetFloat++++C3.12、GetIKHintPosition++++C3.13、GetIKHintPositionWeight++++C3.14、GetIKPosition++++C3.15、GetIKPositionWeight++++C3.16、GetIKRotation++++C3.17、GetIKRotationWeight++++C3.18、GetInteger++++C3.19、GetLayerName++++C3.20、GetLayerWeight++++C3.21、GetNextAnimationClipState++++C3.22、GetNextAnimatorStateInfo++++C3.23、HasState++++C3.24、InterruptMatchTarget++++C3.25、IsInTransition++++C3.26、IsParameterControlledByCurve++++C3.27、MatchTarget++++C3.28、Play++++C3.29、PlayInFixedTime++++C3.30、Rebind++++C3.31、ResetTrigger++++C3.32、SetBool++++C3.33、SetFloat++++C3.34、SetIKHintPosition++++C3.35、SetIKHintPositionWeight++++C3.36、SetIKPosition++++C3.37、SetIKPositionWeight++++C3.38、SetIKRotation++++C3.39、SetIKRotationWeight++++C3.40、SetInteger++++C3.41、SetLayerWeight++++C3.42、SetLookAtPosition++++C3.43、SetLookAtWeight++++C3.44、SetTarget++++C3.45、SetTrigger++++C3.46、StartPlayback++++C3.47、StartRecording++++C3.48、StopPlayback++++C3.49、StopRecording++++C3.50、Update++++C3.51、YanlzXREngine.Animator.Functions |
++C3.1、ApplyBuiltinRootMotion
++C3.1、ApplyBuiltinRootMotion |
++C3.1、ApplyBuiltinRootMotion
++++立钻哥哥:应用内置根运动;
public void ApplyBuiltinRootMotion(); |
++++应用默认的根运动;
++++使用OnAnimatorMove或StateMachineBehaviour.OnStateMove;
++++[StateMachine]:https://blog.csdn.net/VRunSoftYanlz/article/details/107028714
++C3.2、CrossFade
++C3.2、CrossFade |
++C3.2、CrossFade
++++立钻哥哥:淡入淡出;
void CrossFade(string stateName, float transitionDuration, int layer=-1, float normalizedTime=float.NegativeInfinity);void CrossFade(int stateNameHash, float transitionDuration, int layer=-1, float normalizedTime=float.NegativeInfinity); |
++++[stateName]:目标状态的名字;
++++[transitionDuration]:过渡的持续时间;该值是源状态的归一化时间;
++++[normalizedTime]:当前目标状态的开始时间,该值是源状态的归一化时间,值在0~1之间;
++++[layer]:包含目标状态的层索引;
++++[stateNameHash]:目标状态的状态哈希;
++++在当前状态和目标状态之间创建一个动态过滤;
++++这两个状态需在同一层;
++++不能在同步层改变当前状态,需要在索引层来改变它;
++C3.3、CrossFadeInFixedTime
++C3.3、CrossFadeInFixedTime |
++C3.3、CrossFadeInFixedTime
++++立钻哥哥:固定时间淡入淡出;
public void CrossFadeInFixedTime(string stateName, float transitionDuration, int layer=-1, float fixedTime=0.0f);public void CrossFadeInFixedTime(int stateNameHash, float transitionDuration, int layer=-1, float fixedTime=0.0f); |
++++[stateName]:目标状态的名字;
++++[transitionDuration]:过渡的持续时间;值为秒;
++++[fixedTime]:当前目标状态的开始时间;如果没有显式被指定fixedTime或fixedTime的值是float.NegativeInfinity,如果没有该状态没正播放,该状态将从开始播放,或将继续从当前时间继续播放并不会产生过渡;
++++[layer]:包含目标状态的层索引;如果没有指定层或层是-1,给定名称或哈希找到的第一个状态将被播放;
++++[stateNameHash]:目标状态的状态哈希;传入0将过渡到自己;
++++与animator.crossfade相同,但在目标状态的持续时间和偏移是在固定的时间;
++++两个状态必须在同一层;
++++不能再同步层改变当前状态,需要在索引层来改变它;
++C3.4、GetAnimatorTransitionInfo
++C3.4、GetAnimatorTransitionInfo |
++C3.4、GetAnimatorTransitionInfo
++++立钻哥哥:获取动画器过渡信息;
AnimatorTransitionInfo GetAnimatorTransitionInfo(int layerIndex); |
++++[layerIndex]:该层的索引;
++++获取指定AnimatorController层的过渡信息;
++++仅在过渡持续期间有效;
++C3.5、GetBehaviour
++C3.5、GetBehaviour |
++C3.5、GetBehaviour
++++立钻哥哥:获得行为;
public T GetBehaviour(); |
++++返回匹配类型T或派生自T的首个状态机行为,如果没有找到返回null;
using UnityEngine; using System.Collections; using YanlzXREngine;
public class YanlzRunBehaviour : StateMachineBehaviour{
//OnStateUpdate is called at each Update frame between OnStateEnter and OnStateExit callback override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex){ if(animator.GetComponent<Recorder>().enabled && !animator.GetComponent<Render>().isRecording){ return; } //立钻哥哥:if(animator.GetComponent<>()){}
Transform transform = animator.GetComponent<Transform>();
RaycastHit hitInfo; Vector3 dir = transform.TransformDirection(Vector3.forward); if(Physics.Raycast(transform.position + new Vector3(0, 1.5f, 0), dir, out hitInfo, 10)){ if(hitInfo.collider.tag == “MyObstacle”){ animator.GetBehaviour<YanlzSlideBehaviour>().target = transform.position + 1.25f * hitInfo.distance * dir; if(hitInfo.distance < 6){ animator.SetTrigger(“MySlide”); } //立钻哥哥:if(hitInfo.distance<6){} } //立钻哥哥:if(hitInfo.collider.tag==””){} } //立钻哥哥:if(Physics.Raycast()){}
} //立钻哥哥:public override function OnStateUpdate(){}
} //立钻哥哥:public class YanlzRunBehaviour{}
public class YanlzSlideBehaviour : StateMachineBehaviour{ pubilc Vector3 target; public float slideMatchTargetStart = 0.11f; public float slideMatchTargetStop = 0.40f;
//OnStateUpdate is called at each Update frame between OnStateEnter and OnStateExit callback override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex){ animator.MatchTarget(target, new Quaternion(), AvatarTarget.Root, new MatchTargetWeightMask(new Vector3(1, 0, 1), 0), slideMatchTargetStart, slideMatchTargetStop); } //立钻哥哥:override public void OnStateUpdate(){}
} //立钻哥哥: public class YanlzSlideBehaviour{} |
++C3.6、GetBehaviours
++C3.6、GetBehaviours |
++C3.6、GetBehaviours
++++立钻哥哥:获得行为列表;
public T[] GetBehaviours(); |
++++返回匹配类型T或派生自T的所有状态机行为,如果没有找到返回null;
using UnityEngine; using System.Collections; using YanlzXREngine;
public class YanlzBreathBehaviour : StateMachineBehaviour{ public bool fastBreath;
//OnStateUpdate is called at each Update frame between OnStateEnter and OnStateExit callback override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex){ animator.SetBool(“MyFastBreath”, fastBreath); } //立钻哥哥:override public void OnStateUpdate(){}
} //立钻哥哥:public class YanlzRunBehaviour{}
public class YanlzRunBehaviour : StateMachineBehaviour{
//OnStateUpdate is called at each Update frame between OnStateEnter and OnStateExit callback override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex){ YanlzBreathBehaviour[] breathBehaviours = animator.GetBehaviours<YanlzBreathBehaviour>(); for(int i=0; i < breathBehaviours.Length(); i++){ breathBehaviours[i].fastBreath = true; } //立钻哥哥:for(){} } //立钻哥哥:override public void OnStateUpdate(){}
} //立钻哥哥:public class YanlzRunBehaviour{} |
++C3.7、GetBoneTransform
++C3.7、GetBoneTransform |
++C3.7、GetBoneTransform
++++立钻哥哥:获取骨骼变换;
Transform GetBoneTransform(HumanBodyBones humanBoneId); |
++++[humanBoneId]:要查询的人形骨骼;
++++返回人形骨骼ID映射的变换;
++C3.8、GetBool
++C3.8、GetBool |
++C3.8、GetBool
++++立钻哥哥:获取布尔;
bool GetBool(string name);bool GetBool(int id); |
++++[name]:参数的名字;
++++[id]:参数的ID;该ID是由Animator.StringToHash生成;
++++获取布尔参数的值;
++C3.9、GetCurrentAnimationClipState
++C3.9、GetCurrentAnimationClipState |
++C3.9、GetCurrentAnimationClipState
++++立钻哥哥:获取当前动画剪辑状态;
AnimationInfo[] GetCurrentAnimationClipState(int layerIndex); |
++++[layerIndex]:该层的索引;
++++获取当前状态播放的当前动画信息列表;
++C3.10、GetCurrentAnimatorStateInfo
++C3.10、GetCurrentAnimatorStateInfo |
++C3.10、GetCurrentAnimatorStateInfo
++++立钻哥哥:获取当前动画器状态信息;
AnimatorStateInfo GetCurrentAnimatorStateInfo(int layerIndex); |
++++[layerIndex]:该层的索引;
++++获取指定的AnimatorController层的当前状态信息;
++C3.11、GetFloat
++C3.11、GetFloat |
++C3.11、GetFloat
++++立钻哥哥:获取浮点数;
float GetFloat(string name);float GetFloat(int id); |
++++[name]:参数的名称;
++++[id]:参数的ID;该ID是由Animator.StringToHash生成;
++++获得一个浮点数参数的值;
++C3.12、GetIKHintPosition
++C3.12、GetIKHintPosition |
++C3.12、GetIKHintPosition
++++立钻哥哥:获得IKHint位置;
public Vector3 GetIKHintPosition(AvatarIKHint hint); |
++++返回世界坐标当前IK hint的位置;
++++获得IKHint的位置;
++C3.13、GetIKHintPositionWeight
++C3.13、GetIKHintPositionWeight |
++C3.13、GetIKHintPositionWeight
++++立钻哥哥:获得IKHint位置权重;
public float GetIKHintPositionWeight(AvatarIKHint hint); |
++++返回过渡权重的浮点数;
++++获取IK Hint的过渡的权重;(0表示IK之前的原始动画,1表示在Hint);
++C3.14、GetIKPosition
++C3.14、GetIKPosition |
++C3.14、GetIKPosition
++++立钻哥哥:获取IK位置;
Vector3 GetIKPosition(AvatarIKGoal goal); |
++++[goal]:所需的AvatarIKGoal;
++++获取IK目标的位置;
++++IK goal是指定身体部分的目标旋转和位置;Unity可以计算怎么移动该部分从开始点向目标(如,从动画获得的当前位置和旋转);
++++此函数获取世界坐标指定目标的当前位置;
++C3.15、GetIKPositionWeight
++C3.15、GetIKPositionWeight |
++C3.15、GetIKPositionWeight
++++立钻哥哥:获取IK位置权重;
float GetIKPositionWeight(AvatarIKGoal goal); |
++++[goal]:所需的AvatarIKGoal;
++++获取IK目标的过渡权重(0表示IK之前的原始动画,1表示目标的动画);
++++IK goal时指定身体部分的目标旋转和位置;Unity计算从开始点怎么移动该部分到目标(如,从动画获得的当前位置和旋转);
++++该点由IK计算也受从开始到目标之间的权重值范围0~1的值影响;此函数返回当前目标位置的权重值;
++C3.16、GetIKRotation
++C3.16、GetIKRotation |
++C3.16、GetIKRotation
++++立钻哥哥:获取IK旋转;
Quaternion GetIKRotation(AvatarIKGoal goal); |
++++[goal]:所需的AvatarIKGoal;
++++获取IK目标的旋转;
++++IK goal时指定身体部分的目标旋转和位置;Unity可以计算怎么移动该部分从开始点向目标(如,从动画获得的当前位置和旋转);
++++此函数获取世界坐标目标的当前旋转;
++C3.17、GetIKRotationWeight
++C3.17、GetIKRotationWeight |
++C3.17、GetIKRotationWeight
++++立钻哥哥:获取IK旋转权重;
float GetIKRotationWeight(AvatarIKGoal goal); |
++++[goal]:所需的AvatarIKGoal;
++++获取IK目标的旋转权重(0表示IK之前的旋转,1表示IK目标的旋转);
++++IK goal是指定身体部分的目标旋转和位置;Unity可以计算怎么移动该部分从开始点向目标(如,从动画获得的当前位置和旋转);
++++该旋转由IK计算也受从开始到目标之间的权重值范围0~1的值影响;此函数返回当前目标旋转的权重值;
++C3.18、GetInteger
++C3.18、GetInteger |
++C3.18、GetInteger
++++立钻哥哥:获取整数;
int GetInteger(string name);int GetInteger(int id); |
++++[name]:参数的名称;
++++[id]:参数的ID;该ID由Animator.StringToHash生成;
++++获取整数参数的值;
++C3.19、GetLayerName
++C3.19、GetLayerName |
++C3.19、GetLayerName
++++立钻哥哥:获取层名称;
string GetLayerName(int layerIndex); |
++++[layerIndex]:该层的索引;
++++获取该层的名称;
++C3.20、GetLayerWeight
++C3.20、GetLayerWeight |
++C3.20、GetLayerWeight
++++立钻哥哥:获取层权重;
float GetLayerWeight(int layerIndex); |
++++[layerIndex]:该层的索引;
++++过去该层的当前权重;
++C3.21、GetNextAnimationClipState
++C3.21、GetNextAnimationClipState |
++C3.21、GetNextAnimationClipState
++++立钻哥哥:获取下个动画剪辑的状态;
AnimationInfo[] GetNextAnimationClipState(int layerIndex); |
++++[layerIndex]:该层的ID;
++++获取当前播放动画信息列表的下个状态;
++++仅在过渡期间有效;
++C3.22、GetNextAnimatorStateInfo
++C3.22、GetNextAnimatorStateInfo |
++C3.22、GetNextAnimatorStateInfo
++++立钻哥哥:获取下个动画器状态信息;
AnimatorStateInfo GetNextAnimatorStateInfo(int layerIndex); |
++++[layerIndex]:该层的ID;
++++获取指定的AnimatorController层上的下个状态信息;
++++仅在过渡期间有效;
++C3.23、HasState
++C3.23、HasState |
++C3.23、HasState
++++立钻哥哥:有状态?
public bool HasState(int layerIndex, int stateID); |
++++[layerIndex]:层的索引;
++++[stateID]:动画器状态的完整路径哈希、名称哈希、或短名称哈希;
++++返回值:是否找到该状态;
++++如果在动画器控制器是当前动画状态返回true;
++C3.24、InterruptMatchTarget
++C3.24、InterruptMatchTarget |
++C3.24、InterruptMatchTarget
++++立钻哥哥:中断匹配目标;
void InterruptMatchTarget(bool completeMatch=true); |
++++中断目标自动匹配;
++++CompleteMatch将使游戏对象在下一帧完全匹配目标;
++C3.25、IsInTransition
++C3.25、IsInTransition |
++C3.25、IsInTransition
++++立钻哥哥:是否在过渡;
bool IsInTransition(int layerIndex); |
++++[layerIndex]:该层的索引;
++++指定的AnimatorController层是否在过渡;
++C3.26、IsParameterControlledByCurve
++C3.26、IsParameterControlledByCurve |
++C3.26、IsParameterControlledByCurve
++++立钻哥哥:动画附加曲线控制;
bool IsParameterControlledByCurve(string name);bool IsParameterControlledByCurve(int id); |
++++[name]:该参数的名称;
++++[id]:该参数的ID;该ID是由Animator.StringToHash生成;
++++如果参数是由动画的附加曲线控制,返回真;
++C3.27、MatchTarget
++C3.27、MatchTarget |
++C3.27、MatchTarget
++++立钻哥哥:匹配目标;
void MatchTarget(Vector3 matchPosition, Quaternion matchRotation, AvatarTarget targetBodyPart, MachTargetWeightMask weightMask, float startNormalizedTime, float targetNormalizedTime=1); |
++++[matchPosition]:想要身体部件到达的位置;
++++[matchRotation]:想要身体部件到达的旋转;
++++[targetBodyPart]:匹配所涉及的身体部件;
++++[weightMask]:匹配位置和旋转包含的权重;
++++[startNormalizedTime]:此动画剪辑的开始时间(0为剪辑开始,1为结束);
++++[targetNormalizedTime]:此动画剪辑的开始时间(0为剪辑开始,1为结束),值大于1时表示若干循环后,设置触发匹配;如:2.3表示在第二次循环后的30%;
++++自动调节该对象的位置和旋转,因此,在当前状态是在指定的进度时,AvatarTarget达到matchPosition;
++++目标匹配仅工作与基本层(索引为0);
++C3.28、Play
++C3.28、Play |
++C3.28、Play
++++立钻哥哥:播放;
void Play(string stateName, int layer=-1, float normalizedTime=float.NegativeInfinity);void Play(int stateNameHash, int layer=-1, float normalizedTime=float.NegativeInfinity); |
++++[stateName]:将要播放的动画状态名字;
++++[layer]:动画状态所在的层;
++++[normalizedTime]:将要播放动画状态的归一化的时间;
++++[stateNameHash]:动画状态的哈希值;
++++播放一个状态;
++++这个可以用于同步带有音频的动画或同步在网络上的动画;
++C3.29、PlayInFixedTime
++C3.29、PlayInFixedTime |
++C3.29、PlayInFixedTime
++++立钻哥哥:以固定时间播放;
public void PlayInFixedTime(string stateName, int layer=-1, float fixedTime=float.NegativeInfinity);public void PlayInFixedTime(int stateNameHash, int layer=-1, float fixedTime=float.NegativeInfinity); |
++++[stateName]:目标状态的名称;
++++[fixedName]:当前目标状态的开始时间;如果没有显式被指定fixedTime或fixedTime的值是float.NegativeInfinity,如果没有该状态没正播放,该状态将从开始播放,或将继续从当前时间继续播放并不会产生过渡;
++++[layer]:包含目标状态的层索引;如果没有指定层或层是-1,给定名称或哈希找到的第一个状态将被播放;
++++[stateNameHash]:目标状态的状态哈希;传入0将过渡到自己;
++++与animator.crossfade相同,但在目标状态的持续时间和偏移是在固定的时间;
++++两个状态必须在同一层;
++++不能在同步层改变当前状态,需要在索引层来改变它;
++C3.30、Rebind
++C3.30、Rebind |
++C3.30、Rebind
++++立钻哥哥:重新绑定;
void Rebind(); |
++++重新绑定动画器的所有动画的属性和网格数据;
++++这个函数用于当手动通过脚本修改对象的层级时使用,像合并网格或交换一个完整的变换层级;
++C3.31、ResetTrigger
++C3.31、ResetTrigger |
++C3.31、ResetTrigger
++++立钻哥哥:重设触发;
void ResetTrigger(string name);void ResetTrigger(int id); |
++++[name]:该参数的名称;
++++[id]:该参数的ID;此ID由Animator.StringToHash生成;
++++重设该触发参数为假;
++++这个触发参数就像布尔参数,但该参数一旦重设到false,该参数就已经消耗了一个过渡状态;
++C3.32、SetBool
++C3.32、SetBool |
++C3.32、SetBool
++++立钻哥哥:设置布尔;
void SetBool(string name, bool value);void SetBool(int id, bool value); |
++++[name]:该参数的名称;
++++[id]:该参数的ID;此ID由Animator.StringToHash生成;
++++[value]:该参数的新值;
++++设置一个布尔参数的值;
++C3.33、SetFloat
++C3.33、SetFloat |
++C3.33、SetFloat
++++立钻哥哥:设置浮点数;
void SetFloat(string name, float value);void SetFloat(string name, float value, float dampTime, float deltaTime);void SetFloat(int id, float value);void SetFloat(int id, float value, float dampTime, float deltaTime); |
++++[name]:该参数的名称;
++++[value]:该参数的新值;
++++[id]:该参数的ID;此ID由Animator.StringToHash生成;
++++[dampTime]:允许参数达到价值的时间;
++++[deltaTime]:当前帧的deltaTime;
++++设置一个浮点值的值;
++C3.34、SetIKHintPosition
++C3.34、SetIKHintPosition |
++C3.34、SetIKHintPosition
++++立钻哥哥:设置IKHint位置;
public void SetIKHintPosition(AvatarIKHint hint, Vector3 hintPosition); |
++++[hint]:设置AvatarIKHint;
++++[hintPosition]:世界坐标位置;
++++设置IK Hint位置;
++C3.35、SetIKHintPositionWeight
++C3.35、SetIKHintPositionWeight |
++C3.35、SetIKHintPositionWeight
++++立钻哥哥:设置IKHint位置权重;
public void SetIKHintPositionWeight(AvatarIKHint hint, float value); |
++++[hint]:设置AvatarIKHint;
++++[value]:过渡的权重;
++++设置IK hint过渡权重(0表示IK之前的原始动画,1表示在hint);
++C3.36、SetIKPosition
++C3.36、SetIKPosition |
++C3.36、SetIKPosition
++++立钻哥哥:设置IK位置;
void SetIKPosition(AvatarIKGoal goal, Vector3 goalPosition); |
++++[goal]:要设置的AvatarIKGoal;
++++[goalPosition]:在世界坐标的位置;
++++设置一个IK goal的位置;
++++IK goal是指定身体部分的目标旋转和位置;Unity计算从开始点怎么移动该部分到目标(如,从动画获得的当前位置和旋转);
++++这个函数设置在世界坐标最终的目标位置;实际的点是在身体部件结束,也受从开始和目标IK目标之间的指定的权重参数影响(值的范围在0~1);
using UnityEngine; using System.Collections; using YanlzXREngine;
public class YanlzAnimator : MonoBehaviour{ public Transform objToPickUp; private Animator animator;
void Start(){ animator = GetComponent<Animator>(); } //立钻哥哥:void Start(){}
void OnAnimatorIK(int layerIndex){ float reach = animator.GetFloat(“MyRightHandReach”); animator.SetIKPositionWeight(AvatarIKGoal.RightHand, reach); animator.SetIKPosition(AvatarIKGoal.RightHand, objToPickUp.position); } //立钻哥哥:void OnAnimatorIK(){}
} //立钻哥哥:public class YanlzAnimator{} |
++C3.37、SetIKPositionWeight
++C3.37、SetIKPositionWeight |
++C3.37、SetIKPositionWeight
++++立钻哥哥:设置IK位置权重;
void SetIKPositionWeight(AvatarIKGoal goal, float value); |
++++[goal]:要设置的AvatarIKGoal;
++++[value]:过渡权重的值;
++++设置IK goal的过渡权重(0表示IK之前的原始动画,1表示目标动画);
++++IK goal是指定身体部分的目标旋转和位置;Unity计算从开始点怎么移动该部分到目标(如,从动画获得的当前位置和旋转);
++++此函数来确定从开始到目标位置之间设置范围0~1的IK目标的权重值;此位置本身是使用SetIKPosition设置;
++C3.38、SetIKRotation
++C3.38、SetIKRotation |
++C3.38、SetIKRotation
++++立钻哥哥:设置IK旋转;
void SetIKRotation(AvatarIKGoal goal, Quaternion goalRotation); |
++++[goal]:要设置的AvatarIKGoal;
++++[goalRotation]:在世界空间的旋转;
++++设置IK goal的旋转;
++++IK goal是指定身体部分的目标旋转和位置;Unity可以计算怎么移动该部分从开始点向目标(如,从动画获得的当前位置和旋转);
++++这个函数设置在世界坐标最终的目标位置;实际的旋转是在身体部件结束,也受从开始和目标IK目标之间的指定的权重参数影响(值的范围是0~1);
using UnityEngine; using System.Collections; using YanlzXREngine;
public class YanlzAnimator : MonoBehaviour{ public Transform objToAimAt; private Animator animator;
void Start(){ animator = GetComponent<Animator>(); } //立钻哥哥:void Start(){}
void OnAnimatorIK(int layerIndex){ Quaternion handRotation = Quaternion.LookRotation(objToAimAt.position - transform.position); animator.SetIKRotationWeight(AvatarIKGoal.RightHand, 1.0F); animator.SetIKRotation(AvatarIKGoal.RightHand, handRotation); } //立钻哥哥:void OnAnimatorIK(){}
} //立钻哥哥:public class YanlzAnimator{} |
++C3.39、SetIKRotationWeight
++C3.39、SetIKRotationWeight |
++C3.39、SetIKRotationWeight
++++立钻哥哥:设置IK旋转权重;
void SetIKRotationWeight(AvatarIKGoal goal, float value); |
++++[goal]:要设置的AvatarIKGoal;
++++[value]:此旋转的权重值;
++++设置IK goal的旋转权重(0表示IK之前的旋转,1表示IK目标旋转);
++++IK goal是指定身体部分的目标旋转和位置;Unity计算从开始点怎么移动该部分到目标(如,从动画获得的当前位置和旋转);
++++此函数来确定从开始到目标位置之间设置范围0~1的IK目标的权重值;此目标本身是使用SetIKRotation设置;
++C3.40、SetInteger
++C3.40、SetInteger |
++C3.40、SetInteger
++++立钻哥哥:设置整数;
void SetInteger(string name, int value);void SetInteger(int id, int value); |
++++[name]:该参数的名称;
++++[value]:用于该参数的新值;
++++设置一个整数参数的值;
++C3.41、SetLayerWeight
++C3.41、SetLayerWeight |
++C3.41、SetLayerWeight
++++立钻哥哥:设置层权重;
void SetLayerWeight(int layerIndex, float weight); |
++++[layerIndex]:该层的索引;
++++[weight]:该层的权重;
++++设置该层的当前权重;
++C3.42、SetLookAtPosition
++C3.42、SetLookAtPosition |
++C3.42、SetLookAtPosition
++++立钻哥哥:设置注视的位置;
void SetLookAtPosition(Vector3 lookAtPosition); |
++++[lookAtPosition]:注视的位置;
++++设置注视的位置;
++C3.43、SetLookAtWeight
++C3.43、SetLookAtWeight |
++C3.43、SetLookAtWeight
++++立钻哥哥:设置注视权重;
void SetLookAtWeight(float weight, float bodyWeight=0.00f, float headWeight=1.00f, float eyesWeight=0.00f, float clampWeight=0.50f); |
++++[weight]:(0-1)注视的全局权重,倍增其他参数;
++++[bodyWeight]:(0-1)确定注视的身体多少被涉及;
++++[headWeight]:(0-1)确定注视的头部多少被涉及;
++++[eyesWeight]:(0-1)确定注视的眼睛多少被涉及;
++++[clampWeight]:(0-1)0.0表示角色完全无约束运动,1.0表示完全被限制(注视变为不可能),0.5表示能移动可能范围的一半(180度);
++++设置注视的权重;
++C3.44、SetTarget
++C3.44、SetTarget |
++C3.45、SetTrigger
++++立钻哥哥:设置触发器;
void SetTrigger(string name);void SetTrigger(int id); |
++++[name]:参数的名称;
++++[id]:参数的ID;该ID由Animator.StringToHash生成;
++++设置一个要激活的触发器参数;
++++触发器是参数,大多数行为像布尔,但当被用在过渡时,重置为无效;
++C3.46、StartPlayback
++C3.46、StartPlayback |
++C3.46、StartPlayback
++++立钻哥哥:开始播放;
void StartPlayback(); |
++++在播放模式设置动画;
++++在该模式,动画器不是从游戏逻辑更新以及被控制,而是设置时间的值;注意:时间不会自动进度,必须从playbackTime显示操作它;
++++PlaybackRecordedFrame应该用于播放记录的数据;
++C3.47、StartRecording
++C3.47、StartRecording |
++C3.47、StartRecording
++++立钻哥哥:开始记录;
void StartRecording(int frameCount); |
++++[frameCount]:在Update将要记录的帧数;如果frameCount为0,将持续记录,直到调用StopRecording时停止;frameCount的最大值为10000;
++++设置动画器的记录模式并分配frameCount大小的圆形缓冲区;
++++在调用该函数之前,记录器在缓冲区开始收集达到frameCount帧;注意:这不可能开始播放,直到调用了StopRecording时停止;
++C3.48、StopPlayback
++C3.48、StopPlayback |
++C3.48、StopPlayback
++++立钻哥哥:停止播放;
void StopPlayback(); |
++++停止动画器播放模式;当播放停止时,Avatar恢复从游戏逻辑获得控制权;
++C3.49、StopRecording
++C3.49、StopRecording |
++C3.49、StopRecording
++++立钻哥哥:停止记录;
void StopRecording(); |
++++停止动画器记录模式;
++++在当前状态调用StopRecording将锁定记录缓冲区的内容;数据被保留为以后使用startplayback播放;
++C3.50、Update
++C3.50、Update |
++C3.50、Update
++++立钻哥哥:更新;
void Update(float deltaTime); |
++++[deltaTime]:增量时间;
++++基于deltaTime计算动画器;
++++用此函数更新动画器,不能很好的工作于物理引擎或其他系统,通常是由游戏循环计算;
#D4、Static Functions静态函数
#D4、Static Functions静态函数 |
++D4、Static Functions静态函数++++D4.1、StringToHash++++D4.2、YanlzXREngine.Animator.StaticFunctions |
++D4.1、StringToHash
++D4.1、StringToHash |
++D4.1、StringToHash
++++立钻哥哥:字符串到哈希;
static int StringToHash(string name); |
++++[name]:该字符串转换到ID;
++++从字符串生成一个参数ID;
++++ID是用于参数的存取器优化(setters和getters);
#E5、立钻哥哥对Animator类的拓展
#E5、立钻哥哥对Animator类的拓展 |
++++【Unity API】分类:https://blog.csdn.net/vrunsoftyanlz/category_7637520.html
++++[Unity快速入门]:https://blog.csdn.net/VRunSoftYanlz/article/details/105776475
++++[UnityAPI目录]:https://blog.csdn.net/VRunSoftYanlz/article/details/106533906
++++[Application应用]:https://blog.csdn.net/VRunSoftYanlz/article/details/106086327
++++[Object对象]:https://blog.csdn.net/VRunSoftYanlz/article/details/106202194
++++[GameObject]:https://blog.csdn.net/VRunSoftYanlz/article/details/106223815
++++[MonoBehaviour]:https://blog.csdn.net/VRunSoftYanlz/article/details/106533256
++++[Component组件]:https://blog.csdn.net/VRunSoftYanlz/article/details/106367004
++++[Transform变换]:https://blog.csdn.net/VRunSoftYanlz/article/details/106607761
++++[Camera摄像机]:https://blog.csdn.net/VRunSoftYanlz/article/details/106148837
++++[Shader着色器]:https://blog.csdn.net/VRunSoftYanlz/article/details/106321040
++++[Material材质]:https://blog.csdn.net/VRunSoftYanlz/article/details/81814303
++++[Physics物理]:https://blog.csdn.net/VRunSoftYanlz/article/details/106268062
++++[Collider碰撞器]:https://blog.csdn.net/VRunSoftYanlz/article/details/106696886
++++[Rigidbody刚体]:https://blog.csdn.net/VRunSoftYanlz/article/details/106698042
++++[Joint关节]:https://blog.csdn.net/VRunSoftYanlz/article/details/106771226
++++[RaycastHit]:https://blog.csdn.net/VRunSoftYanlz/article/details/106292370
++++[ParticleSystem]:https://blog.csdn.net/VRunSoftYanlz/article/details/106341995
++++[WWW万维网]:https://blog.csdn.net/VRunSoftYanlz/article/details/106412890
++++[LineRenerer]:https://blog.csdn.net/VRunSoftYanlz/article/details/106306388
++++[WheelCollider]:https://blog.csdn.net/VRunSoftYanlz/article/details/82356217
++++[MovieTexture]:https://blog.csdn.net/VRunSoftYanlz/article/details/106434063
++++[Input输入]:https://blog.csdn.net/VRunSoftYanlz/article/details/106843487
++++[Resources资源]:https://blog.csdn.net/VRunSoftYanlz/article/details/106818524
++++[Network网络]:https://blog.csdn.net/VRunSoftYanlz/article/details/106795026
++++[Collision碰撞]:https://blog.csdn.net/VRunSoftYanlz/article/details/106697669
++++[Matrix4x4矩阵]:https://blog.csdn.net/VRunSoftYanlz/article/details/106504027
++++[Renerer渲染器]:https://blog.csdn.net/VRunSoftYanlz/article/details/106481994
++++[AudioSource]:https://blog.csdn.net/VRunSoftYanlz/article/details/106462679
++++[AudioClip]:https://blog.csdn.net/VRunSoftYanlz/article/details/106448955
++++[Texture纹理]:https://blog.csdn.net/VRunSoftYanlz/article/details/106448589
++++[AssetBundle]:https://blog.csdn.net/VRunSoftYanlz/article/details/106412190
++++[ScriptableObject]:https://blog.csdn.net/VRunSoftYanlz/article/details/106392769
@@提示:有些博客可能只是开了头,如果感兴趣的同学,可以“点赞”或“评论区留言”,只要关注的同学多了,那就会继续完善哟!(“++==”,表示没有写完的,如果关注度不高就不完善了;“++ok++”,表示此篇博客已经完成,是阶段性完整的!)
++++VR云游戏=Unity+SteamVR+云技术+5G+AI;(说明:AI人工智能不是我们的主要研究技术,只是了解一下,领略一下有风的感觉!但是,VR是我们的研究重点)
++++【Unity API】分类:https://blog.csdn.net/vrunsoftyanlz/category_7637520.html
++++【Unity开发基础】分类:https://blog.csdn.net/vrunsoftyanlz/category_7309057.html
++++【Linux系统编程】分类:https://blog.csdn.net/vrunsoftyanlz/category_9694767.html
++++【C++C铸就生存利器】分类:https://blog.csdn.net/vrunsoftyanlz/category_9325802.html
++++【人工智能AI2026】分类:https://blog.csdn.net/vrunsoftyanlz/category_9212024.html
++++【立钻哥哥CSDN空间】:https://blog.csdn.net/VRunSoftYanlz/
【XR游戏开发QQ群:784477094】
++立钻哥哥推荐的拓展学习链接(Link_Url):
立钻哥哥推荐的拓展学习链接(Link_Url) |
++++立钻哥哥Unity 学习空间: http://blog.csdn.net/VRunSoftYanlz/
++++虚拟现实VR资讯: https://blog.csdn.net/VRunSoftYanlz/article/details/89165846
++++HTC_VIVE开发基础:https://blog.csdn.net/VRunSoftYanlz/article/details/81989970
++++Oculus杂谈:https://blog.csdn.net/VRunSoftYanlz/article/details/82469850
++++Oculus安装使用:https://blog.csdn.net/VRunSoftYanlz/article/details/82718982
++++Unity+SteamVR=>VR:https://blog.csdn.net/VRunSoftYanlz/article/details/88809370
++++Unity减少VR晕眩症:https://blog.csdn.net/VRunSoftYanlz/article/details/89115518
++++SteamVR简介:https://blog.csdn.net/VRunSoftYanlz/article/details/86484254
++++SteamVR脚本功能分析:https://blog.csdn.net/VRunSoftYanlz/article/details/86531480
++++SteamVR2.0开发指南:https://blog.csdn.net/VRunSoftYanlz/article/details/86618187
++++SteamVR2.2.0开发指南:https://blog.csdn.net/VRunSoftYanlz/article/details/88784527
++++SteamVR2.2.0快速入门:https://blog.csdn.net/VRunSoftYanlz/article/details/88833579
++++SteamVR2.2.0交互系统:https://blog.csdn.net/VRunSoftYanlz/article/details/89199778
++++SteamVR2.2.0传送机制:https://blog.csdn.net/VRunSoftYanlz/article/details/89390866
++++SteamVR2.2.0教程(一):https://blog.csdn.net/VRunSoftYanlz/article/details/89324067
++++SteamVR2.2.0教程(二):https://blog.csdn.net/VRunSoftYanlz/article/details/89894097
++++SteamVR_Skeleton_Poser:https://blog.csdn.net/VRunSoftYanlz/article/details/89931725
++++SteamVR实战之PMCore:https://blog.csdn.net/VRunSoftYanlz/article/details/89463658
++++SteamVR/Extras:https://blog.csdn.net/VRunSoftYanlz/article/details/86584108
++++SteamVR/Input:https://blog.csdn.net/VRunSoftYanlz/article/details/86601950
++++OpenXR简介:https://blog.csdn.net/VRunSoftYanlz/article/details/85726365
++++VRTK杂谈:https://blog.csdn.net/VRunSoftYanlz/article/details/82562993
++++VRTK快速入门(杂谈):https://blog.csdn.net/VRunSoftYanlz/article/details/82955267
++++VRTK官方示例(目录):https://blog.csdn.net/VRunSoftYanlz/article/details/82955410
++++VRTK代码结构(目录):https://blog.csdn.net/VRunSoftYanlz/article/details/82780085
++++VRTK(SceneResources):https://blog.csdn.net/VRunSoftYanlz/article/details/82795400
++++VRTK_ControllerEvents:https://blog.csdn.net/VRunSoftYanlz/article/details/83099512
++++VRTK_InteractTouch:https://blog.csdn.net/VRunSoftYanlz/article/details/83120220
++++虚拟现实行业应用:https://blog.csdn.net/VRunSoftYanlz/article/details/88360157
++++Steam平台上的VR:https://blog.csdn.net/VRunSoftYanlz/article/details/88960085
++++Steam平台热销VR:https://blog.csdn.net/VRunSoftYanlz/article/details/89007741
++++VR实验:以太网帧的构成:https://blog.csdn.net/VRunSoftYanlz/article/details/82598140
++++实验四:存储器扩展实验:https://blog.csdn.net/VRunSoftYanlz/article/details/87834434
++++FrameVR示例V0913:https://blog.csdn.net/VRunSoftYanlz/article/details/82808498
++++FrameVR示例V1003:https://blog.csdn.net/VRunSoftYanlz/article/details/83066516
++++SwitchMachineV1022:https://blog.csdn.net/VRunSoftYanlz/article/details/83280886
++++PlaySceneManagerV1022:https://blog.csdn.net/VRunSoftYanlz/article/details/83280886
++++Unity5.x用户手册:https://blog.csdn.net/VRunSoftYanlz/article/details/81712741
++++Unity面试题ABC:https://blog.csdn.net/vrunsoftyanlz/article/details/78630687
++++Unity面试题D:https://blog.csdn.net/VRunSoftYanlz/article/details/78630838
++++Unity面试题E:https://blog.csdn.net/vrunsoftyanlz/article/details/78630913
++++Unity面试题F:https://blog.csdn.net/VRunSoftYanlz/article/details/78630945
++++Cocos2dx面试题:https://blog.csdn.net/VRunSoftYanlz/article/details/78630967
++++禅道[zentao]:https://blog.csdn.net/VRunSoftYanlz/article/details/83964057
++++Lua快速入门篇(Xlua拓展):https://blog.csdn.net/VRunSoftYanlz/article/details/81173818
++++Lua快速入门篇(XLua教程):https://blog.csdn.net/VRunSoftYanlz/article/details/81141502
++++Lua快速入门篇(基础概述):https://blog.csdn.net/VRunSoftYanlz/article/details/81041359
++++框架知识点:https://blog.csdn.net/VRunSoftYanlz/article/details/80862879
++++游戏框架(UI框架夯实篇):https://blog.csdn.net/vrunsoftyanlz/article/details/80781140
++++游戏框架(初探篇):https://blog.csdn.net/VRunSoftYanlz/article/details/80630325
++++.Net框架设计:https://blog.csdn.net/VRunSoftYanlz/article/details/87401225
++++从零开始学架构:https://blog.csdn.net/VRunSoftYanlz/article/details/88095895
++++设计模式简单整理:https://blog.csdn.net/vrunsoftyanlz/article/details/79839641
++++专题:设计模式(精华篇):https://blog.csdn.net/VRunSoftYanlz/article/details/81322678
++++U3D小项目参考:https://blog.csdn.net/vrunsoftyanlz/article/details/80141811
++++Unity小游戏算法分析:https://blog.csdn.net/VRunSoftYanlz/article/details/87908365
++++Unity案例(Vehicle):https://blog.csdn.net/VRunSoftYanlz/article/details/82355876
++++UML类图:https://blog.csdn.net/vrunsoftyanlz/article/details/80289461
++++PowerDesigner简介:https://blog.csdn.net/VRunSoftYanlz/article/details/86500084
++++Unity知识点0001:https://blog.csdn.net/vrunsoftyanlz/article/details/80302012
++++Unity知识点0008:https://blog.csdn.net/VRunSoftYanlz/article/details/81153606
++++U3D_Shader编程(第一篇:快速入门篇):https://blog.csdn.net/vrunsoftyanlz/article/details/80372071
++++U3D_Shader编程(第二篇:基础夯实篇):https://blog.csdn.net/vrunsoftyanlz/article/details/80372628
++++Unity引擎基础:https://blog.csdn.net/vrunsoftyanlz/article/details/78881685
++++Unity面向组件开发:https://blog.csdn.net/vrunsoftyanlz/article/details/78881752
++++Unity物理系统:https://blog.csdn.net/vrunsoftyanlz/article/details/78881879
++++Unity2D平台开发:https://blog.csdn.net/vrunsoftyanlz/article/details/78882034
++++UGUI基础:https://blog.csdn.net/vrunsoftyanlz/article/details/78884693
++++UGUI进阶:https://blog.csdn.net/vrunsoftyanlz/article/details/78884882
++++UGUI综合:https://blog.csdn.net/vrunsoftyanlz/article/details/78885013
++++Unity动画系统基础:https://blog.csdn.net/vrunsoftyanlz/article/details/78886068
++++Unity动画系统进阶:https://blog.csdn.net/vrunsoftyanlz/article/details/78886198
++++Navigation导航系统:https://blog.csdn.net/vrunsoftyanlz/article/details/78886281
++++Unity特效渲染:https://blog.csdn.net/vrunsoftyanlz/article/details/78886403
++++Unity数据存储:https://blog.csdn.net/vrunsoftyanlz/article/details/79251273
++++Unity中Sqlite数据库:https://blog.csdn.net/vrunsoftyanlz/article/details/79254162
++++WWW类和协程:https://blog.csdn.net/vrunsoftyanlz/article/details/79254559
++++Unity网络:https://blog.csdn.net/vrunsoftyanlz/article/details/79254902
++++Unity资源加密:https://blog.csdn.net/VRunSoftYanlz/article/details/87644514
++++PhotonServer简介:https://blog.csdn.net/VRunSoftYanlz/article/details/86652770
++++编写Photon游戏服务器:https://blog.csdn.net/VRunSoftYanlz/article/details/86682935
++++C#事件:https://blog.csdn.net/vrunsoftyanlz/article/details/78631267
++++C#委托:https://blog.csdn.net/vrunsoftyanlz/article/details/78631183
++++C#集合:https://blog.csdn.net/vrunsoftyanlz/article/details/78631175
++++C#泛型:https://blog.csdn.net/vrunsoftyanlz/article/details/78631141
++++C#接口:https://blog.csdn.net/vrunsoftyanlz/article/details/78631122
++++C#静态类:https://blog.csdn.net/vrunsoftyanlz/article/details/78630979
++++C#中System.String类:https://blog.csdn.net/vrunsoftyanlz/article/details/78630945
++++C#数据类型:https://blog.csdn.net/vrunsoftyanlz/article/details/78630913
++++Unity3D默认的快捷键:https://blog.csdn.net/vrunsoftyanlz/article/details/78630838
++++游戏相关缩写:https://blog.csdn.net/vrunsoftyanlz/article/details/78630687
++++UnityAPI.Rigidbody刚体:https://blog.csdn.net/VRunSoftYanlz/article/details/81784053
++++UnityAPI.Material材质:https://blog.csdn.net/VRunSoftYanlz/article/details/81814303
++++UnityAPI.Android安卓:https://blog.csdn.net/VRunSoftYanlz/article/details/81843193
++++UnityAPI.AndroidJNI安卓JNI:https://blog.csdn.net/VRunSoftYanlz/article/details/81879345
++++UnityAPI.Transform变换:https://blog.csdn.net/VRunSoftYanlz/article/details/81916293
++++UnityAPI.WheelCollider轮碰撞器:https://blog.csdn.net/VRunSoftYanlz/article/details/82356217
++++UnityAPI.Resources资源:https://blog.csdn.net/VRunSoftYanlz/article/details/83155518
++++JSON数据结构:https://blog.csdn.net/VRunSoftYanlz/article/details/82026644
++++CocosStudio快速入门:https://blog.csdn.net/VRunSoftYanlz/article/details/82356839
++++Unity企业内训(目录):https://blog.csdn.net/VRunSoftYanlz/article/details/82634668
++++Unity企业内训(第1讲):https://blog.csdn.net/VRunSoftYanlz/article/details/82634733
++++Unity企业内训(第2讲):https://blog.csdn.net/VRunSoftYanlz/article/details/82861180
++++Unity企业内训(第3讲):https://blog.csdn.net/VRunSoftYanlz/article/details/82927699
++++Unity企业内训(第4讲):https://blog.csdn.net/VRunSoftYanlz/article/details/83479776
++++Unity企业内训(第5讲):https://blog.csdn.net/VRunSoftYanlz/article/details/83963811
++++Unity企业内训(第6讲):https://blog.csdn.net/VRunSoftYanlz/article/details/84207696
++++钻哥带您了解产品原型:https://blog.csdn.net/VRunSoftYanlz/article/details/87303828
++++插件<Obi Rope>:https://blog.csdn.net/VRunSoftYanlz/article/details/83963905
++++计算机组成原理(教材篇):https://blog.csdn.net/VRunSoftYanlz/article/details/82719129
++++5G接入:云计算和雾计算:https://blog.csdn.net/VRunSoftYanlz/article/details/88372718
++++云计算通俗讲义:https://blog.csdn.net/VRunSoftYanlz/article/details/88652803
++++立钻哥哥Unity 学习空间: http://blog.csdn.net/VRunSoftYanlz
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