与二次元老婆邂逅的游戏的创建过程(三)

上期我们让老婆进行了一些简单的动作
但是因为没有头发摆动显得不自然
所以今天我们来给老婆加上头发的自然摇摆
废话少说我们开始吧


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;

    //自动眨眼
    private EyeBlinkMotion eyeBlinkMotion;

    //鼠标拖拽引起动作变化
    private L2DTargetPoint drag;

    //套物理运算的设定
    private PhysicsHair physicsHairSideLeft;
    private PhysicsHair physicsHairSideRight;
    private PhysicsHair physicsHairBackLeft;
    private PhysicsHair physicsHairBackRight;


    // Use this for initialization
    void Start()
    {
   
   

        //初始化
        Live2D.init();
        //读取模型
        //TextAsset modelFile = Resources.Load<TextAsset>("Epsilon/runtime/Epsilon.moc");
        live2DModel = Live2DModelUnity.loadModel(modelFile.bytes);
        //与贴图建立联系
        //Live2DModelUnity.loadModel(modelFile.bytes);

        for (int i = 0; i < textures.Length; i++)
        {
   
   
            live2DModel.setTexture(i, textures[i]);
        }
        //指定显示位置与尺寸(实用正交矩阵与相关API显示图像,再由游戏物体的位置和摄像机的size调整到合适的位置)
        float modelWidth = live2DModel.getCanvasWidth();

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

        //播放动作
        //实例化动作对象
        motions = new Live2DMotion[motionFiles.Length];
        for (int i = 0; i < motions.Length; i++)
        {
   
   
            motions[i] = Live2DMotion.loadMotion(motionFiles[i].bytes);

        }
        //设置某一个动画的属性

        //重复播放不淡入
        motions[0].setLoopFadeIn(false);
        //设置淡入淡出时间,参数单位为毫秒
        motions[0].setFadeOut(1000);
        motions[0].setFadeIn(1000);
        //动画是否循环播放
        //motions[0].setLoop(true);

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

        //套用物理运算(长度单位公尺影响摇摆的周期,头发的阻力,头发的重量)
        physicsHairSideLeft.setup(0.2f, 0.5f, 0.14f);
        //设置输入参数
        //设置哪一个部分变动时进行的那一种物理运算
        PhysicsHair.Src srcX = PhysicsHair.Src.SRC_TO_X;//横向摇摆

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

        //设置输出表现
        PhysicsHair.Target target = PhysicsHair.Target.TARGET_FROM_ANGLE;

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

        //右发
        physicsHairSideRight = new PhysicsHair();

        //套用物理运算(长度单位公尺影响摇摆的周期,头发的阻力,头发的重量)
        physicsHairSideRight.setup(0.2f, 0.5f, 0.14f);
        //设置输入参数
        //设置哪一个部分变动时进行的那一种物理运算
        PhysicsHair.Src srcXRight = PhysicsHair.Src.SRC_TO_X;//横向摇摆

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

        //设置输出表现
        PhysicsHair.Target targetRight = PhysicsHair.Target.TARGET_FROM_ANGLE;

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

        //动作的优先级使用
        L2DMotionManager = new L2DMotionManager();

        //眨眼
        eyeBlinkMotion = new EyeBlinkMotion();

        //鼠标拖拽
        drag = new L2DTargetPoint();
    }

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

        //模型位置(矩阵形式的局部座标转换成世界座标)
        live2DModel.setMatrix(transform.localToWorldMatrix * live2DCanvasPos);


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



        //motionQueueManager.updateParam(live2DModel);

        //模型跟随鼠标转向与看向
        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);
        }
        //参数及时更新,考虑加速度等自然因素,计算座标,进行逐帧更新
        drag.update();
        //模型转向
        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();//执行时间

        //更新模型定点等
        live2DModel.update();

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

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

这样我们是实现了前鬓的抖动

 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;

    //自动眨眼
    private EyeBlinkMotion eyeBlinkMotion;

    //鼠标拖拽引起动作变化
    private L2DTargetPoint drag;

    //套物理运算的设定
    private PhysicsHair physicsHairSideLeft;
    private PhysicsHair physicsHairSideRight;
    private PhysicsHair physicsHairBackLeft;
    private PhysicsHair physicsHairBackRight;

    
    
    // Use this for initialization
    void Start()
    {
   
   

        //初始化
        Live2D.init();
        //读取模型
        //TextAsset modelFile = Resources.Load<TextAsset>("Epsilon/runtime/Epsilon.moc");
        live2DModel = Live2DModelUnity.loadModel(modelFile.bytes);
        //与贴图建立联系
        //Live2DModelUnity.loadModel(modelFile.bytes);

        for (int i = 0; i < textures.Length; i++)
        {
   
   
            live2DModel.setTexture(i, textures[i]);
        }
        //指定显示位置与尺寸(实用正交矩阵与相关API显示图像,再由游戏物体的位置和摄像机的size调整到合适的位置)
        float modelWidth = live2DModel.getCanvasWidth();

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

        //播放动作
        //实例化动作对象
        motions = new Live2DMotion[motionFiles.Length];
        for (int i = 0; i < motions.Length; i++)
        {
   
   
            motions[i] = Live2DMotion.loadMotion(motionFiles[i].bytes);

        }
        //设置某一个动画的属性

        //重复播放不淡入
        motions[0].setLoopFadeIn(false);
        //设置淡入淡出时间,参数单位为毫秒
        motions[0].setFadeOut(1000);
        motions[0].setFadeIn(1000);
        //动画是否循环播放
        //motions[0].setLoop(true);

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

        //套用物理运算(长度单位公尺影响摇摆的周期,头发的阻力,头发的重量)
        physicsHairSideLeft.setup(0.2f, 0.5f, 0.14f);
        //设置输入参数
        //设置哪一个部分变动时进行的那一种物理运算
        PhysicsHair.Src srcX = PhysicsHair.Src.SRC_TO_X;//横向摇摆

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

        //设置输出表现
        PhysicsHair.Target target = PhysicsHair.Target.TARGET_FROM_ANGLE;

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

        //右发
        physicsHairSideRight = new PhysicsHair();

        //套用物理运算(长度单位公尺影响摇摆的周期,头发的阻力,头发的重量)
        physicsHairSideRight.setup(0.2f, 0.5f, 0.14f);
        //设置输入参数
        //设置哪一个部分变动时进行的那一种物理运算
        PhysicsHair.Src srcXRight = PhysicsHair.Src.SRC_TO_X;//横向摇摆

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

        //设置输出表现
        PhysicsHair.Target targetRight = PhysicsHair.Target.TARGET_FROM_ANGLE;

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

         #region 左右后边

        //左边
        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);

        //右边
        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
        //动作的优先级使用
        L2DMotionManager = new L2DMotionManager();

        //眨眼
        eyeBlinkMotion = new EyeBlinkMotion();


    
    //鼠标拖拽
    drag = new L2DTargetPoint();
    }

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

        //模型位置(矩阵形式的局部座标转换成世界座标)
        live2DModel.setMatrix(transform.localToWorldMatrix * live2DCanvasPos);


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



        //motionQueueManager.updateParam(live2DModel);

        //模型跟随鼠标转向与看向
        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);
        }
        //参数及时更新,考虑加速度等自然因素,计算座标,进行逐帧更新
        drag.update();
        //模型转向
        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();//执行时间

        //更新模型定点等
        live2DModel.update();

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

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

这样我们就实现了头发的自然摆动
其中的几个头发的参数也是我们live2D里面的
嗯对
三连还是要求一下的
万一电脑前的大帅比或者大漂亮点赞了呢



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