Unity物体运动时画出轨迹 Unity实现物体运动时画出轨迹
天人合一peng 人气:2想了解Unity实现物体运动时画出轨迹的相关内容吗,天人合一peng在本文为您仔细讲解Unity物体运动时画出轨迹的相关知识和一些Code实例,欢迎阅读和指正,我们先划重点:Unity物体运动画出轨迹,Unity物体运动轨迹,Unity运动轨迹,下面大家一起来学习吧。
1、新建空物体,上赋LineRenderer
2、新建空物体,把轨迹画出来,设计和脚本。
3、LineMark的脚本是
using System.Collections; using System.Collections.Generic; using UnityEngine; public class LineMark : MonoBehaviour { private GameObject clone; private LineRenderer line; private int i; public GameObject obs; public GameObject run; Vector3 RunStart; Vector3 RunNext; // Use this for initialization void Start () { RunStart = run.transform.position; clone = (GameObject)Instantiate(obs, run.transform.position, run.transform.rotation);//克隆一个带有LineRender的物体 line = clone.GetComponent<LineRenderer>();//获得该物体上的LineRender组件 // //line.SetColors(Color.blue, Color.red);//设置颜色 // //line.SetWidth(0.2f, 0.1f);//设置宽度 i = 0; } // Update is called once per frame void Update () { RunNext = run.transform.position; if (RunStart != RunNext) { i++; line.SetVertexCount(i);//设置顶点数 line.SetPosition(i-1, run.transform.position); } RunStart = RunNext; // if (Input.GetMouseButtonDown(0)) // { // clone = (GameObject)Instantiate(obs, obs.transform.position, transform.rotation);//克隆一个带有LineRender的物体 // line = clone.GetComponent<LineRenderer>();//获得该物体上的LineRender组件 // line.SetColors(Color.blue, Color.red);//设置颜色 // line.SetWidth(0.2f, 0.1f);//设置宽度 // i = 0; // print ("GetMouseButtonDown"); // } // if (Input.GetMouseButton(0)) // { // i++; // line.SetVertexCount(i);//设置顶点数 // line.SetPosition(i - 1, Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, 15)));//设置顶点位置 // print ("GetMouseButton"); // // } } }
4、运动小球和脚本
Run.cs
using UnityEngine; using System.Collections; public class Run : 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 = true; this.transform.Translate(Vector3.forward * Mathf.Min(speed * Time.deltaTime, currentDist)); yield return null; } } }
5、目标小球和运动设置的脚本
follew.cs
using System.Collections; using System.Collections.Generic; using UnityEngine; public class followme : MonoBehaviour { Rigidbody follew; // Use this for initialization void Start () { follew = GetComponent<Rigidbody> (); } // Update is called once per frame void Update () { transform.Translate (new Vector3(0.1f,0.1f,0.1f)); } }
6、运行结果
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