unity画一条流动的弧线(贝塞尔线)

最终效果弧线图

设置
把下面脚本复制,直接拖上脚本,设置两个点(物体)的位置
GameObject1是开始点的位置,GameObject2是结束点的位置

    public Transform[] controlPoints;
    public LineRenderer lineRenderer;
    public float centerPoint =0.1f;
    
    private int layerOrder = 0;
    //生成弧线中间的点数
    private int _segmentNum = 20;

    //偏移
    float m_offset;
    float m_speed = 0.5f;

    void Start()
    {
        if (!lineRenderer)
        {
            lineRenderer = GetComponent<LineRenderer>();
        }
        lineRenderer.sortingLayerID = layerOrder;
        //调用画贝斯尔线
        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使材质移动
        GetComponent<LineRenderer>().material.mainTextureOffset = new Vector2(m_offset, 0);
    }

    /// <summary>
    /// 根据T值,计算贝塞尔曲线上面相对应的点
    /// </summary>
    /// <param name="t"></param>T值
    /// <param name="p0"></param>起始点
    /// <param name="p1"></param>控制点
    /// <param name="p2"></param>目标点
    /// <returns></returns>根据T值计算出来的贝赛尔曲线点
    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;
    }

    /// <summary>
    /// 获取存储贝塞尔曲线点的数组
    /// </summary>
    /// <param name="startPoint"></param>起始点
    /// <param name="controlPoint"></param>控制点
    /// <param name="endPoint"></param>目标点
    /// <param name="segmentNum"></param>采样点的数量
    /// <returns></returns>存储贝塞尔曲线点的数组
    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);
            //设置lineRenderer的control Points
            lineRenderer.positionCount = i;
            lineRenderer.SetPosition(i - 1, pixel);
            //存储Point
            path[i - 1] = pixel;
            Debug.Log(path[i - 1]);
        }
        return path;
    }

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转载自blog.csdn.net/BBoyLXiang/article/details/88815637