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Основы UNIGINE
1. Введение
2. Виртуальные миры и работа с ними
3. Подготовка 3D моделей
4. Материалы
5. Камеры и освещение
6. Реализация логики приложения
7. Создание кат-сцен и запись видео
8. Подготовка проекта к релизу
9. Физика
10. Основы оптимизации
12. ПРОЕКТ3: Аркадная гонка по пересеченной местности от 3-го лица
13. ПРОЕКТ4: VR приложение с простым взаимодействием
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Реализация стрельбы

Now that our character is ready, let's implement shooting, add shooting controls, and use raycasting (intersections) to check if the bullet hits the target.Теперь, когда наш персонаж готов, реализуем стрельбу, добавим управление стрельбой и используем рейкастинг (intersections) для определения попадания пули в цель.

Shooting ControlsЭлементы управления стрельбой#

Let's implement a new component for checking if the fire button is pressed. This is the preferred way as we are going to use this logic in the other components:Давайте реализуем новый компонент, который будет проверять, нажата ли кнопка стрельбы. Такая реализация предпочтительна, поскольку эта логика будет использоваться в других компонентах:

  • In the HandAnimationController component to start the shooting animation.В HandAnimationController – для запуска анимации стрельбы.
  • In the WeaponController component to start the shooting logic.В WeaponController – для запуска логики стрельбы.

In this component, you can also define a button that acts as a fire button.В этом компоненте мы также можем определить собственно кнопку стрельбы.

To handle user input, use one of the Input class functions to check if the given button is pressed.Для обработки пользовательского ввода используйте одну из функций класса Input, чтобы проверить, нажата ли интересующая нас кнопка.

  1. Create the ShootInput.cs component and copy the following code to it.Create the ShootInput.cs component and copy the following code to it.

    ShootInput.csShootInput.cs

    Исходный код (C#)
    using System;
    using System.Collections;
    using System.Collections.Generic;
    using Unigine;
    
    [Component(PropertyGuid = "AUTOGENERATED_GUID")] // <-- this line is generated automatically for a new component
    public class ShootInput : Component
    {	
        public bool IsShooting()
        {
            // return the current state of the left mouse button and check the mouse capture in the window
       	    return Input.IsMouseButtonDown(Input.MOUSE_BUTTON.LEFT);
        }
    }
    Create the ShootInput.cs component and copy the following code to it.ShootInput.cs

    Create the ShootInput.cs component and copy the following code to it.Создайте компонент ShootInput.cs и скопируйте в него следующий код.

    ShootInput.csShootInput.cs

    Исходный код (C#)
    using System;
    using System.Collections;
    using System.Collections.Generic;
    using Unigine;
    
    [Component(PropertyGuid = "AUTOGENERATED_GUID")] // <-- идентификатор генерируется автоматически для нового компонента
    public class ShootInput : Component
    {	
        public bool IsShooting()
        {
            // возвращаем текущее состояние левой кнопки мыши и проверяем захват мыши в окне
       	    return Input.IsMouseButtonDown(Input.MOUSE_BUTTON.LEFT);
        }
    }
  2. Add the ShootInput.cs component to the player Dummy Node.Add the ShootInput.cs component to the player Dummy Node.

    Add the ShootInput.cs component to the player Dummy Node.

    Add the ShootInput.cs component to the player Dummy Node.Добавьте компонент ShootInput.cs к ноде player (Dummy Node).

  3. Modify the HandAnimationController.cs component in order to use logic of the ShootInput.cs. Replace your current code with the following one:Modify the HandAnimationController.cs component in order to use logic of the ShootInput.cs. Replace your current code with the following one:

    HandAnimationController.csHandAnimationController.cs

    Исходный код (C#)
    using System;
        using System.Collections;
        using System.Collections.Generic;
        using Unigine;
    
        [Component(PropertyGuid = "AUTOGENERATED_GUID")] // <-- this line is generated automatically for a new component
        public class HandAnimationController : Component
        {
        // first person controller
        public FirstPersonController fpsController = null;
    
        ${#HL}$ public ShootInput shootInput = null; ${HL#}$
    
        public float moveAnimationSpeed = 30.0f;
        public float shootAnimationSpeed = 30.0f;
        public float idleWalkMixDamping = 5.0f;
        public float walkDamping = 5.0f;
        public float shootDamping = 1.0f;
    
        // animation parameters
        [ParameterFile(Filter = ".anim")]
        public string idleAnimation = null;
    
        [ParameterFile(Filter = ".anim")]
        public string moveForwardAnimation = null;
    
        [ParameterFile(Filter = ".anim")]
        public string moveBackwardAnimation = null;
    
        [ParameterFile(Filter = ".anim")]
        public string moveRightAnimation = null;
    
        [ParameterFile(Filter = ".anim")]
        public string moveLeftAnimation = null;
    
        [ParameterFile(Filter = ".anim")]
        public string shootAnimation = null;
    
        public vec2 LocalMovementVector
        {
        get
        {
        return new vec2(
            MathLib.Dot(fpsController.SlopeAxisY, fpsController.HorizontalVelocity),
            MathLib.Dot(fpsController.SlopeAxisX, fpsController.HorizontalVelocity)
        );
        }
        set {}
        }
    
        private ObjectMeshSkinned meshSkinned = null;
        private float currentIdleWalkMix = 0.0f; // 0 means idle animation, 1 means walk animation
        private float currentShootMix = 0.0f; // 0 means idle/walk mix, 1 means shoot animation
        private float currentWalkForward = 0.0f;
        private float currentWalkBackward = 0.0f;
        private float currentWalkRight = 0.0f;
        private float currentWalkLeft = 0.0f;
    
        private float currentWalkIdleMixFrame = 0.0f;
        private float currentShootFrame = 0.0f;
        private int numShootAnimationFrames = 0;
    
        // animation layers number
        private const int numLayers = 6;
    
        private void Init()
        {
        // grab the node with the current component assigned
        // and cast it to the ObjectMeshSkinned type
        meshSkinned = node as ObjectMeshSkinned;
    
        // set the number of animation layers for the node
        meshSkinned.NumLayers = numLayers;
    
        // set animation for each animation layer
        meshSkinned.SetAnimation(0, idleAnimation);
        meshSkinned.SetAnimation(1, moveForwardAnimation);
        meshSkinned.SetAnimation(2, moveBackwardAnimation);
        meshSkinned.SetAnimation(3, moveRightAnimation);
        meshSkinned.SetAnimation(4, moveLeftAnimation);
        meshSkinned.SetAnimation(5, shootAnimation);
    
        int animation = meshSkinned.GetAnimation(5);
        numShootAnimationFrames = meshSkinned.GetNumAnimationFrames(animation);
    
        // enable all animation layers
        for (int i = 0; i < numLayers; ++i)
        meshSkinned.SetLayerEnabled(i, true);
        }
    
    ${#HL}$    public void Shoot()
        {
        // enable the shooting animation
        currentShootMix = 1.0f;
        // set the animation layer frame to 0
        currentShootFrame = 0.0f;
        } ${HL#}$
    
        private void Update()
        {
        vec2 movementVector = LocalMovementVector;
    
        // check if the character is moving
        bool isMoving = movementVector.Length2 > MathLib.EPSILON;
    
        ${#HL}$ // handle input: check if the fire button is pressed
        if (shootInput.IsShooting())
        Shoot(); ${HL#}$
        // calculate the target values for the layer weights
        float targetIdleWalkMix = (isMoving) ? 1.0f : 0.0f;
        float targetWalkForward = (float) MathLib.Max(0.0f, movementVector.x);
        float targetWalkBackward = (float) MathLib.Max(0.0f, -movementVector.x);
        float targetWalkRight = (float) MathLib.Max(0.0f, movementVector.y);
        float targetWalkLeft = (float) MathLib.Max(0.0f, -movementVector.y);
    
        // apply the current layer weights
        float idleWeight = 1.0f - currentIdleWalkMix;
        float walkMixWeight = currentIdleWalkMix;
        float shootWalkIdleMix = 1.0f - currentShootMix;
    
        meshSkinned.SetLayerWeight(0, shootWalkIdleMix * idleWeight);
        meshSkinned.SetLayerWeight(1, shootWalkIdleMix * walkMixWeight * currentWalkForward);
        meshSkinned.SetLayerWeight(2, shootWalkIdleMix * walkMixWeight * currentWalkBackward);
        meshSkinned.SetLayerWeight(3, shootWalkIdleMix * walkMixWeight * currentWalkRight);
        meshSkinned.SetLayerWeight(4, shootWalkIdleMix * walkMixWeight * currentWalkLeft);
        meshSkinned.SetLayerWeight(5, currentShootMix);
    
        // update the animation frames: set the same frame for the animation layers to keep them in sync
        meshSkinned.SetFrame(0, currentWalkIdleMixFrame);
        meshSkinned.SetFrame(1, currentWalkIdleMixFrame);
        meshSkinned.SetFrame(2, currentWalkIdleMixFrame);
        meshSkinned.SetFrame(3, currentWalkIdleMixFrame);
        meshSkinned.SetFrame(4, currentWalkIdleMixFrame);
        // set the shooting animation layer frame to 0 to start animation from the beginning
        meshSkinned.SetFrame(5, currentShootFrame);
    
        currentWalkIdleMixFrame += moveAnimationSpeed * Game.IFps;
        currentShootFrame = MathLib.Min(currentShootFrame + shootAnimationSpeed * Game.IFps, numShootAnimationFrames);
    
        // smoothly update the current weight values
        currentIdleWalkMix = MathLib.Lerp(currentIdleWalkMix, targetIdleWalkMix, idleWalkMixDamping * Game.IFps);
    
        currentWalkForward = MathLib.Lerp(currentWalkForward, targetWalkForward, walkDamping * Game.IFps);
        currentWalkBackward = MathLib.Lerp(currentWalkBackward, targetWalkBackward, walkDamping * Game.IFps);
        currentWalkRight = MathLib.Lerp(currentWalkRight, targetWalkRight, walkDamping * Game.IFps);
        currentWalkLeft = MathLib.Lerp(currentWalkLeft, targetWalkLeft, walkDamping * Game.IFps);
    
        currentShootMix = MathLib.Lerp(currentShootMix, 0.0f, shootDamping * Game.IFps);
        }
        }
    Modify the HandAnimationController.cs component in order to use logic of the ShootInput.cs. Replace your current code with the following one:HandAnimationController.cs

    Modify the HandAnimationController.cs component in order to use logic of the ShootInput.cs. Replace your current code with the following one:Измените компонент HandAnimationController.cs, чтобы использовать логику ShootInput.cs. Замените ваш текущий код следующим:

    HandAnimationController.csHandAnimationController.cs

    Исходный код (C#)
    using System;
        using System.Collections;
        using System.Collections.Generic;
        using Unigine;
    
        [Component(PropertyGuid = "AUTOGENERATED_GUID")] // <-- идентификатор генерируется автоматически для нового компонента
        public class HandAnimationController : Component
        {
        // first person controller
        public FirstPersonController fpsController = null;
    
        ${#HL}$ public ShootInput shootInput = null; ${HL#}$
    
        public float moveAnimationSpeed = 30.0f;
        public float shootAnimationSpeed = 30.0f;
        public float idleWalkMixDamping = 5.0f;
        public float walkDamping = 5.0f;
        public float shootDamping = 1.0f;
    
        // animation parameters
        [ParameterFile(Filter = ".anim")]
        public string idleAnimation = null;
    
        [ParameterFile(Filter = ".anim")]
        public string moveForwardAnimation = null;
    
        [ParameterFile(Filter = ".anim")]
        public string moveBackwardAnimation = null;
    
        [ParameterFile(Filter = ".anim")]
        public string moveRightAnimation = null;
    
        [ParameterFile(Filter = ".anim")]
        public string moveLeftAnimation = null;
    
        [ParameterFile(Filter = ".anim")]
        public string shootAnimation = null;
    
        public vec2 LocalMovementVector
        {
        get
        {
        return new vec2(
            MathLib.Dot(fpsController.SlopeAxisY, fpsController.HorizontalVelocity),
            MathLib.Dot(fpsController.SlopeAxisX, fpsController.HorizontalVelocity)
        );
        }
        set {}
        }
    
        private ObjectMeshSkinned meshSkinned = null;
        private float currentIdleWalkMix = 0.0f; // 0 means idle animation, 1 means walk animation
        private float currentShootMix = 0.0f; // 0 means idle/walk mix, 1 means shoot animation
        private float currentWalkForward = 0.0f;
        private float currentWalkBackward = 0.0f;
        private float currentWalkRight = 0.0f;
        private float currentWalkLeft = 0.0f;
    
        private float currentWalkIdleMixFrame = 0.0f;
        private float currentShootFrame = 0.0f;
        private int numShootAnimationFrames = 0;
    
        // animation layers number
        private const int numLayers = 6;
    
        private void Init()
        {
        // grab the node with the current component assigned
        // and cast it to the ObjectMeshSkinned type
        meshSkinned = node as ObjectMeshSkinned;
    
        // set the number of animation layers for the node
        meshSkinned.NumLayers = numLayers;
    
        // set animation for each animation layer
        meshSkinned.SetAnimation(0, idleAnimation);
        meshSkinned.SetAnimation(1, moveForwardAnimation);
        meshSkinned.SetAnimation(2, moveBackwardAnimation);
        meshSkinned.SetAnimation(3, moveRightAnimation);
        meshSkinned.SetAnimation(4, moveLeftAnimation);
        meshSkinned.SetAnimation(5, shootAnimation);
    
        int animation = meshSkinned.GetAnimation(5);
        numShootAnimationFrames = meshSkinned.GetNumAnimationFrames(animation);
    
        // enable all animation layers
        for (int i = 0; i < numLayers; ++i)
        meshSkinned.SetLayerEnabled(i, true);
        }
    
    ${#HL}$     public void Shoot()
        {
        // enable the shooting animation
        currentShootMix = 1.0f;
        // set the animation layer frame to 0
        currentShootFrame = 0.0f;
        } ${HL#}$
    
        private void Update()
        {
        vec2 movementVector = LocalMovementVector;
    
        // check if the character is moving
        bool isMoving = movementVector.Length2 > MathLib.EPSILON;
    
    ${#HL}$     // handle input: check if the fire button is pressed
        if (shootInput.IsShooting())
        Shoot(); ${HL#}$
        // calculate the target values for the layer weights
        float targetIdleWalkMix = (isMoving) ? 1.0f : 0.0f;
        float targetWalkForward = (float) MathLib.Max(0.0f, movementVector.x);
        float targetWalkBackward = (float) MathLib.Max(0.0f, -movementVector.x);
        float targetWalkRight = (float) MathLib.Max(0.0f, movementVector.y);
        float targetWalkLeft = (float) MathLib.Max(0.0f, -movementVector.y);
    
        // apply the current layer weights
        float idleWeight = 1.0f - currentIdleWalkMix;
        float walkMixWeight = currentIdleWalkMix;
        float shootWalkIdleMix = 1.0f - currentShootMix;
    
        meshSkinned.SetLayerWeight(0, shootWalkIdleMix * idleWeight);
        meshSkinned.SetLayerWeight(1, shootWalkIdleMix * walkMixWeight * currentWalkForward);
        meshSkinned.SetLayerWeight(2, shootWalkIdleMix * walkMixWeight * currentWalkBackward);
        meshSkinned.SetLayerWeight(3, shootWalkIdleMix * walkMixWeight * currentWalkRight);
        meshSkinned.SetLayerWeight(4, shootWalkIdleMix * walkMixWeight * currentWalkLeft);
        meshSkinned.SetLayerWeight(5, currentShootMix);
    
        // update the animation frames: set the same frame for the animation layers to keep them in sync
        meshSkinned.SetFrame(0, currentWalkIdleMixFrame);
        meshSkinned.SetFrame(1, currentWalkIdleMixFrame);
        meshSkinned.SetFrame(2, currentWalkIdleMixFrame);
        meshSkinned.SetFrame(3, currentWalkIdleMixFrame);
        meshSkinned.SetFrame(4, currentWalkIdleMixFrame);
        // set the shooting animation layer frame to 0 to start animation from the beginning
        meshSkinned.SetFrame(5, currentShootFrame);
    
        currentWalkIdleMixFrame += moveAnimationSpeed * Game.IFps;
        currentShootFrame = MathLib.Min(currentShootFrame + shootAnimationSpeed * Game.IFps, numShootAnimationFrames);
    
        // smoothly update the current weight values
        currentIdleWalkMix = MathLib.Lerp(currentIdleWalkMix, targetIdleWalkMix, idleWalkMixDamping * Game.IFps);
    
        currentWalkForward = MathLib.Lerp(currentWalkForward, targetWalkForward, walkDamping * Game.IFps);
        currentWalkBackward = MathLib.Lerp(currentWalkBackward, targetWalkBackward, walkDamping * Game.IFps);
        currentWalkRight = MathLib.Lerp(currentWalkRight, targetWalkRight, walkDamping * Game.IFps);
        currentWalkLeft = MathLib.Lerp(currentWalkLeft, targetWalkLeft, walkDamping * Game.IFps);
    
        currentShootMix = MathLib.Lerp(currentShootMix, 0.0f, shootDamping * Game.IFps);
        }
        }
  4. Select the hands node, drag and drop the player Dummy Node to the Shoot Input field in the HandAnimationController section, and select the ShootInput component.Select the hands node, drag and drop the player Dummy Node to the Shoot Input field in the HandAnimationController section, and select the ShootInput component.

    Select the hands node, drag and drop the player Dummy Node to the Shoot Input field in the HandAnimationController section, and select the ShootInput component.

    Select the hands node, drag and drop the player Dummy Node to the Shoot Input field in the HandAnimationController section, and select the ShootInput component.Выберите ноду hands, перетащите Dummy Node player в поле Shoot Input в разделе HandAnimationController и выберите компоненту ShootInput соответственно.

Using RaycastingИспользование рейкастинга#

To implement shooting, you can use the properties of the PlayerDummy camera. This camera has its -Z axis pointing at the center of the screen. So, you can cast a ray from the camera to the center of the screen, get the intersection, and check if you hit anything.Для реализации стрельбы вы можете использовать свойства камеры PlayerDummy. Ось этой камеры -Z направлена в середину экрана. Итак, вы можете направить луч с камеры в середину экрана, получить пересечение и проверить, не попали ли вы во что-нибудь.

In the component code below, we will store two points (p0, p1): the camera point and the point of the mouse pointer. GetIntersection() method will cast a ray from p0 to p1 and check if the ray intersects with any object's surface (that has the matching Intersection mask to restrict the check results). If the intersection with such surface is detected, the method returns the hitObject and hitInfo values (the intersection point and normal).В приведенном ниже коде компонента мы сохраним две точки (p0, p1): точку камеры и точку указателя мыши. Метод GetIntersection() проводит воображаемый луч из p0 в p1 и проверяет, пересекает ли луч поверхность какого-либо объекта (с заданной маской Intersection, которая позволяет ограничить результаты проверок). Если пересечение с такой поверхностью найдено, метод возвращает значения hitObject и hitInfo (точка пересечения и нормаль).

  1. Create a WeaponController.cs component and copy the following code:Create a WeaponController.cs component and copy the following code:

    WeaponController.csWeaponController.cs

    Исходный код (C#)
    using System;
    using System.Collections;
    using System.Collections.Generic;
    using Unigine;
    
    #region Math Variables
    #if UNIGINE_DOUBLE
    using Vec3 = Unigine.dvec3;
    #else
    using Vec3 = Unigine.vec3;
    #endif
    #endregion
    
    [Component(PropertyGuid = "AUTOGENERATED_GUID")] // <-- this line is generated automatically for a new component
    public class WeaponController : Component
    {
    	public PlayerDummy shootingCamera = null;
    	public ShootInput shootInput = null;
    	public NodeDummy weaponMuzzle = null;
    	public int damage = 1;
    
    	// intersection mask
    	[ParameterMask(MaskType = ParameterMaskAttribute.TYPE.INTERSECTION)]
    	public int mask = ~0;
    
    	public void Shoot()
    	{
    		// initialize the camera point (p0) and the point of the mouse pointer (p1)
    		Vec3 p0, p1;
    		shootingCamera.GetDirectionFromMainWindow(out p0, out p1, Input.MousePosition.x, Input.MousePosition.y);
    
    		// create an intersection normal
    		WorldIntersectionNormal hitInfo = new WorldIntersectionNormal();
    		// get the first object intersected by the (p0,p1) line
    		Unigine.Object hitObject = World.GetIntersection(p0, p1, mask, hitInfo);
    
    		// if the intersection is found
    		if (hitObject)
    		{
    			// render the intersection normal
    			Visualizer.RenderVector(hitInfo.Point, hitInfo.Point + hitInfo.Normal, vec4.RED, 0.25f, false, 2.0f);
    		}
    	}
    
    	private void Update()
    	{
    		// handle input: check if the fire button is pressed
    		if (shootInput.IsShooting())
    			Shoot();
    	}
    }
    Create a WeaponController.cs component and copy the following code:WeaponController.cs

    Create a WeaponController.cs component and copy the following code:Создайте компонент WeaponController.cs и скопируйте следующий код:

    WeaponController.csWeaponController.cs

    Исходный код (C#)
    using System;
    using System.Collections;
    using System.Collections.Generic;
    using Unigine;
    
    #region Math Variables
    #if UNIGINE_DOUBLE
    using Vec3 = Unigine.dvec3;
    #else
    using Vec3 = Unigine.vec3;
    #endif
    #endregion
    
    [Component(PropertyGuid = "AUTOGENERATED_GUID")] // <-- идентификатор генерируется автоматически для нового компонента
    public class WeaponController : Component
    {
    	public PlayerDummy shootingCamera = null;
    	public ShootInput shootInput = null;
    	public NodeDummy weaponMuzzle = null;
    	public int damage = 1;
    
    	// маска Intersection чтобы определить, в какие объекты могут попадать пули
    	[ParameterMask(MaskType = ParameterMaskAttribute.TYPE.INTERSECTION)]
    	public int mask = ~0;
    
    	public void Shoot()
    	{
    		// задаем начало отрезка (p0) в позиции камеры и конец (p1) - в точке удаленной на 100 единиц в направлении взгляда камеры
            Vec3 p0 = shootingCamera.WorldPosition;
            Vec3 p1 = shootingCamera.WorldPosition + shootingCamera.GetWorldDirection()  * 100;
    
            // создаем объект для хранения intersection-нормали
            WorldIntersectionNormal hitInfo = new WorldIntersectionNormal();
            // ищем первый объект, который пересекает отрезок (p0,p1)
            Unigine.Object hitObject = World.GetIntersection(p0, p1, mask, hitInfo);
    
            // если пересечение найдено
            if (hitObject)
            {
    			// отрисовываем нормаль к поверхности в точке попадания при помощи Visualizer
    			Visualizer.RenderVector(hitInfo.Point, hitInfo.Point + hitInfo.Normal, vec4.RED, 0.25f, false, 2.0f);
            }
    	}
    
    	private void Update()
    	{
    		// обработка пользовательского ввода: проверяем нажата ли клавиша “огонь”
    		if (shootInput.IsShooting())
    			Shoot();
    	}
    }
  2. Add the component to the player Dummy Node.Добавьте компонент к Dummy Node player.
  3. Assign PlayerDummy to the Shooting Camera field so that the component could get information from the camera.Назначьте PlayerDummy полю Shooting Camera, чтобы компонент мог получать информацию с камеры.
  4. Assign the player Dummy Node to the Shoot Input field.Assign the player Dummy Node to the Shoot Input field.

    Assign the player Dummy Node to the Shoot Input field.

    Assign the player Dummy Node to the Shoot Input field.Назначьте Dummy Node player в поле Shoot Input.

To view the bullet-surface intersection points and surface normals in these points, you can enable Visualizer when the application is running:Для просмотра точек пересечения пуль и нормалей к поверхности в этих точках при стрельбе, можно включить Visualizer во время работы приложения:

  1. Open the console by pressing ~Откройте консоль, нажав ~
  2. Type show_visualizer 1Введите: show_visualizer 1

Последнее обновление: 04.04.2024
Build: ()