Unity弧形移动 Unity实现弧形移动效果
LLLLL__ 人气:0一、实现效果
二、第一种实现方法——弧形插值
using UnityEngine; public class ArcMove : MonoBehaviour { public GameObject curGo;//当前物体 public GameObject targetGo;//目标物体 public float value; private void Update() { //计算中心点 Vector3 center = (curGo.transform.position + targetGo.transform.position) / 2; center -= new Vector3(0, value, 0); Vector3 start = curGo.transform.position - center; Vector3 end = targetGo.transform.position - center; //弧形插值 curGo.transform.position = Vector3.Slerp(start, end, Time.time / 200); curGo.transform.position += center; //判定是否到达目标点 float dis = Vector3.Distance(curGo.transform.position, targetGo.transform.position); if (dis <= 1) { Debug.Log("到达目标点"); } } }
三、第二种实现方法——计算弧线中的夹角
using UnityEngine; using System.Collections; public class ArcMove : MonoBehaviour { public GameObject curGo;//当前物体 public GameObject targetGo;//目标物体 public float speed = 2;//速度 public int rotationAngle = 60;//旋转的角度 private float distanceToTarget;//两者之间的距离 private bool move = true;//是否移动 void Start() { //计算两者之间的距离 distanceToTarget = Vector3.Distance(curGo.transform.position, targetGo.transform.position); StartCoroutine(Move()); } /// <summary> /// 移动 /// </summary> private IEnumerator Move() { //移动到目标点停止移动 while (move) { Vector3 targetPos = targetGo.transform.position; targetPos.z = 0; //让它始终朝着目标 curGo.transform.LookAt(targetPos); //计算弧线中的夹角 float angle = Mathf.Min(1, Vector3.Distance(curGo.transform.position, targetPos) / distanceToTarget) * rotationAngle; curGo.transform.rotation = curGo.transform.rotation * Quaternion.Euler(Mathf.Clamp(-angle, -42, 42), 0, 0); float currentDist = Vector3.Distance(curGo.transform.position, targetGo.transform.position); if (currentDist < 0.5f) { move = false; Debug.Log("到达目标点"); } curGo.transform.Translate(Vector3.forward * Mathf.Min(speed * Time.deltaTime, currentDist)); yield return null; } } }
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