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博客园 - sun_dust_shadow

(翻译) 延迟补偿方法的协议设计与优化 Latency Compensating Methods in Client/Server In-game Protocol Design and Optimization (翻译) Dota2 Random Distribution Dota2中的随机分布 (个人思考)游戏技能的实现 (读书笔记)平衡掌控者 (个人思考)实现游戏GAS系统中的Tag (翻译) Efficiency Tips on Switching Spaces and Transformation Matrices in Unity (翻译) V Rising's Animation Layering in Unity (翻译 unity2020.1) Understanding the managed heap (UnityEditor Tool) 语音控制unity editor暂停和播放 (翻译 ue gas) Gameplay Ability 总结 Overwatch Gameplay Architecture and Netcode 守望先锋的游戏架构与网络代码 (翻译 ) Source Multiplayer Networking Source引擎的多人网路系统 (翻译 gafferongames) Networked Physics in Virtual Reality VR中的网络物理 Topdown游戏中Input朝向的转化 (翻译 gafferongames) Client Server Connection 客户端服务器连接 (翻译 gafferongames)Reliable Ordered Messages 可靠有序消息 (翻译 gafferongames) Sending Large Blocks of Data 发送大块数据 (翻译 gafferongames) Packet Fragmentation and Reassembly 数据包分片与重组 游戏中Shotgun(喷子)发射子弹的实现
[瞄准辅助] 实现一种柔和平滑的瞄准辅助
sun_dust_shadow · 2025-08-12 · via 博客园 - sun_dust_shadow

目标

实现一种轻量级的平滑瞄准辅助,不会有强烈的吸附感。

参考:https://www.youtube.com/watch?v=yGci-Lb87zs&list=PLG9sbQS_QV1-6MnaNaN-uO5fUkaTocN58&index=23

思路

x轴是输入,y轴是结果(瞄准线的朝向)

当没有辅助时,x和y是45度映射关系,如下图

Snipaste_2025-08-12_21-49-36

 当立马强制辅助吸附到Target中心时,x和y的关系如下图:

Snipaste_2025-08-12_22-03-00

加一些线性的过渡,如下图:

Snipaste_2025-08-12_21-53-06

添加2种类型过渡: 1.核心的压缩过渡     2.从压缩过渡返回到正常映射的过渡(或者反过来) 如下图

image

1. 使用 Monotone cubic 进行曲线的构造  https://en.wikipedia.org/wiki/Monotone_cubic_interpolation

2.构建两种类型的点去构建曲线

   private enum PointType
        {
            //--核心压缩过渡--
            Start = 0,
            Center = 1,
            End = 2,
            //--返回线性过渡--
            BlackStart = 3,
            BlackEnd = 4
        }

需要处理的细节比较多

比如:

1.多个xRang交叉的问题  (冗余点的剔除 )

2.有些过于靠近的xEnd和 nextXBegin是否可以直接合并 (冗余点的合并)

3.首尾交叉(360->0)的问题  (通过延伸首尾数据去解决,会增加一些点数据,但比较直接去解决问题)

实现

这里有具体的实现  https://github.com/fechen2/AimAssistTest?tab=readme-ov-file  

效果还可以

Snipaste_2025-08-12_22-56-36