Unity3d让物体成弧线运动(可以制作炮弹发射的轨迹)
第一种实现
using UnityEngine; using System.Collections; public class MoveCurve : MonoBehaviour { public GameObject t1; //开始位置 public GameObject t2; //结束位置 // Update is called once per frame void Update () {//两者中心点 Vector3 center = (t1.transform .position + t2.transform.position) * 0.5f; center -= new Vector3(0, 1, 0); Vector3 start = t1.transform.position - center; Vector3 end = t2.transform.position - center; //弧形插值 transform.position = Vector3.Slerp(start,end,Time.time); transform.position += center; } }
第二中实现
using UnityEngine; using System.Collections; public class ProjectileTest : MonoBehaviour { public GameObject target; //要到达的目标 public float speed = 10; //速度 private float distanceToTarget; //两者之间的距离 private bool move = true; void Start() { //计算两者之间的距离 distanceToTarget = Vector3.Distance(this.transform.position, target.transform.position); StartCoroutine(StartShoot()); } IEnumerator StartShoot() { while (move) { Vector3 targetPos = target.transform.position; //让始终它朝着目标 this.transform.LookAt(targetPos); //计算弧线中的夹角 float angle = Mathf.Min(1, Vector3.Distance(this.transform.position, targetPos) / distanceToTarget) * 45; this.transform.rotation = this.transform.rotation * Quaternion.Euler(Mathf.Clamp(-angle, -42, 42), 0, 0); float currentDist = Vector3.Distance(this.transform.position, target.transform.position); if (currentDist < 0.5f) move = false; this.transform.Translate(Vector3.forward * Mathf.Min(speed * Time.deltaTime, currentDist)); yield return null; } } }第三种方法public class Bullet : MonoBehaviour { public const float g = 9.8f; public GameObject target; public float speed = 10; private float verticalSpeed; private Vector3 moveDirection; private float angleSpeed; private float angle; void Start() { float tmepDistance = Vector3.Distance(transform.position, target.transform.position); float tempTime = tmepDistance / speed; float riseTime, downTime; riseTime = downTime = tempTime / 2; verticalSpeed = g * riseTime; transform.LookAt(target.transform.position); float tempTan = verticalSpeed / speed; double hu = Math.Atan(tempTan); angle = (float)(180 / Math.PI * hu); transform.eulerAngles = new Vector3(-angle, transform.eulerAngles.y, transform.eulerAngles.z); angleSpeed = angle / riseTime; moveDirection = target.transform.position - transform.position; } private float time; void Update() { if (transform.position.y < target.transform.position.y) { //finish return; } time += Time.deltaTime; float test = verticalSpeed - g * time; transform.Translate(moveDirection.normalized * speed * Time.deltaTime, Space.World); transform.Translate(Vector3.up * test * Time.deltaTime,Space.World); float testAngle = -angle + angleSpeed * time; transform.eulerAngles = new Vector3(testAngle, transform.eulerAngles.y, transform.eulerAngles.z); } }
标签: Unity3D
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