本文實例為大家分享了Unity實現弧形移動效果的具體代碼,供大家參考,具體內容如下
一、實現效果
二、第一種實現方法――弧形插值
using UnityEngine; public class ArcMove : MonoBehaviour { public GameObject curGo;//當前物體 public GameObject targetGo;//目標物體 public float value; private void Update() { //計算中心點 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; //判定是否到達目標點 float dis = Vector3.Distance(curGo.transform.position, targetGo.transform.position); if (dis <= 1) { Debug.Log("到達目標點"); } } }
三、第二種實現方法――計算弧線中的夾角
using UnityEngine; using System.Collections; public class ArcMove : MonoBehaviour { public GameObject curGo;//當前物體 public GameObject targetGo;//目標物體 public float speed = 2;//速度 public int rotationAngle = 60;//旋轉的角度 private float distanceToTarget;//兩者之間的距離 private bool move = true;//是否移動 void Start() { //計算兩者之間的距離 distanceToTarget = Vector3.Distance(curGo.transform.position, targetGo.transform.position); StartCoroutine(Move()); } ////// 移動 ///private IEnumerator Move() { //移動到目標點停止移動 while (move) { Vector3 targetPos = targetGo.transform.position; targetPos.z = 0; //讓它始終朝著目標 curGo.transform.LookAt(targetPos); //計算弧線中的夾角 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("到達目標點"); } curGo.transform.Translate(Vector3.forward * Mathf.Min(speed * Time.deltaTime, currentDist)); yield return null; } } }
[madbeef ] Unity實現弧形移動效果已經有318次圍觀