本文實例為大家分享了unity繪製一條流動弧線的具體代碼,供大家參考,具體內容如下
最終效果
把下面腳本複製,直接拖上腳本,設置兩個點(物體)的位置
GameObject1是開始點的位置,GameObject2是結束點的位置
public Transform[] controlPoints; public LineRenderer lineRenderer; public float centerPoint =0.1f; private int layerOrder = 0; //生成弧線中間的點數 private int _segmentNum = 20; //偏移 float m_offset; float m_speed = 0.5f; void Start() { if (!lineRenderer) { lineRenderer = GetComponent(); } lineRenderer.sortingLayerID = layerOrder; //調用畫貝斯爾線 GetBeizerList(controlPoints[0].position, (controlPoints[0].position + controlPoints[1].position) * 0.5f + new Vector3(0, centerPoint, 0), controlPoints[1].transform.position, _segmentNum); } private void Update() { m_offset = m_offset - m_speed * Time.deltaTime; //控制offset使材質移動 GetComponent().material.mainTextureOffset = new Vector2(m_offset, 0); } ////// 根據T值,計算貝塞爾曲線上面相對應的點 //////T值 ///起始點 ///控制點 ///目標點 ///根據T值計算出來的貝賽爾曲線點 private static Vector3 CalculateCubicBezierPoint(float t, Vector3 p0, Vector3 p1, Vector3 p2) { float u = 1 - t; float tt = t * t; float uu = u * u; Vector3 p = uu * p0; p += 2 * u * t * p1; p += tt * p2; return p; } ////// 獲取存儲貝塞爾曲線點的數組 //////起始點 ///控制點 ///目標點 ///採樣點的數量 ///存儲貝塞爾曲線點的數組 public Vector3[] GetBeizerList(Vector3 startPoint, Vector3 controlPoint, Vector3 endPoint, int segmentNum) { Vector3[] path = new Vector3[segmentNum]; for (int i = 1; i <= segmentNum; i++) { float t = i / (float)segmentNum; Vector3 pixel = CalculateCubicBezierPoint(t, startPoint, controlPoint, endPoint); //設置lineRenderer的control Points lineRenderer.positionCount = i; lineRenderer.SetPosition(i - 1, pixel); //存儲Point path[i - 1] = pixel; Debug.Log(path[i - 1]); } return path; }
[ml5rwbikls ] unity繪製一條流動的弧線(貝塞爾線)已經有300次圍觀