炮弹轨迹"/>
炮弹轨迹
using UnityEngine;public class TestSpeed : MonoBehaviour
{public float time = 3; // 代表从A点出发到B经过的时长public Transform pointA; // 点Apublic Transform pointB; // 点Bpublic float g = -10; // 重力加速度private Vector3 speed; // 初速度向量private Vector3 Gravity; // 重力向量private float dTime = 0; // 时间线 (一直在增长)void Start(){// 将物体置于A点transform.position = pointA.position;// 通过一个式子计算初速度speed = new Vector3((pointB.position.x - pointA.position.x) / time,(pointB.position.y - pointA.position.y) / time - 0.5f * g * time,(pointB.position.z - pointA.position.z) / time);// 重力初始速度为0Gravity = Vector3.zero;}private float MoveTime = 0;void Update(){MoveTime += Time.deltaTime;// 重力模拟Gravity.y = g * (dTime += Time.deltaTime); // 模拟位移transform.Translate(speed * Time.deltaTime);transform.Translate(Gravity * Time.deltaTime);if (MoveTime>= time){this.gameObject.SetActive(false);}}
}
using UnityEngine;
using System.Collections;public class Radar : MonoBehaviour
{public GameObject target;public float speed = 10;private float distanceToTarget;private bool move = true;void Start(){distanceToTarget = Vector3.Distance(this.transform.position, target.transform.position);StartCoroutine(Shoot());}IEnumerator Shoot(){while (move){Vector3 targetPos = target.transform.position;//朝向目标 (Z轴朝向目标)this.transform.LookAt(targetPos);//根据距离衰减 角度float angle = Mathf.Min(1, Vector3.Distance(this.transform.position, targetPos) / distanceToTarget) * 45;//旋转对应的角度(线性插值一定角度,然后每帧绕X轴旋转)this.transform.rotation = this.transform.rotation * Quaternion.Euler(Mathf.Clamp(-angle, -42, 42), 0, 0);//当前距离目标点float currentDist = Vector3.Distance(this.transform.position, target.transform.position);if (currentDist < 0.3f){move = false;}//平移 (朝向Z轴移动)this.transform.Translate(Vector3.forward * Mathf.Min(speed * Time.deltaTime, currentDist));yield return null;}}}
using System;
using System.Collections;
using UnityEngine;public class Bullet : 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;}}}
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炮弹轨迹
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