Unity3D_物体抛物线运动

参考:Unity 贝塞尔曲线实现抛物线运动,投掷功能实现 

用到了DOTween插件, 回想起之前不知道这个插件还在用协程和SmoothDamp做运动控制的自己仿佛是个哈批


代码:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using DG.Tweening;

public class Test : MonoBehaviour
{
    private Vector3 _startPoint = new Vector3(0, 0, 0);//设置原点为起点
    private float _lineHeight;//抛物线高度

    public GameObject 炮弹预制体;//抛射物体模型
    private GameObject _bullet;
    
    public LineRenderer lineRender;

    private bool _moveFinish = true;

    void Start()
    {
        _bullet = Instantiate(炮弹预制体);
        _bullet.SetActive(false);
    }

    void Update()
    {
        //从摄像机发出到鼠标位置方向的射线
        Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
        RaycastHit hit;
        LayerMask mask = 1 << (LayerMask.NameToLayer("Floor"));//射线只检测"Floor"图层
        
        if (Physics.Raycast(ray, out hit,Mathf.Infinity,mask.value))
        {
            GameObject gameobj = hit.collider.gameObject;

            float Dis = Vector3.Distance(_startPoint, hit.point);
            
            _lineHeight = Dis/2;//随距离变化曲率
            
            /*绘制抛物线*/
            var bezierControlPoint = (_startPoint + hit.point) * 0.5f+(Vector3.up*_lineHeight);
        
            int resolution = 50;//曲线上的路径点数量,值越大,取得的路径点越多,曲线越平滑
        
            var _path = new Vector3[resolution];
            for (int i = 0; i < resolution; i++)
            {
                var t = (i+1) / (float)resolution;//归化到0~1范围
                _path[i] = GetBezierPoint(t,_startPoint,bezierControlPoint,hit.point);//使用贝塞尔曲线的公式取得t时的路径点
            }
        
            lineRender.positionCount = _path.Length;
            lineRender.SetPositions(_path);
            
            if(Input.GetMouseButtonDown(0))
            {
                if (_moveFinish)
                {
                    _bullet.transform.position = _startPoint;
                    _bullet.SetActive(true);
                    _bullet.transform.DOPath(_path, 1f).SetEase(Ease.OutSine).OnComplete(MoveCallback);
                    _moveFinish = false;
                }
            }
        }
    }

    void MoveCallback()
    {
        _moveFinish = true;
    }
    
    /// <param name="t">0到1的值,0获取曲线的起点,1获得曲线的终点</param>
    /// <param name="start">曲线的起始位置</param>
    /// <param name="center">决定曲线形状的控制点</param>
    /// <param name="end">曲线的终点</param>
    public static Vector3 GetBezierPoint(float t, Vector3 start, Vector3 center, Vector3 end)
    {
        return (1 - t) * (1 - t) * start + 2 * t * (1 - t) * center + t * t * end;
    }
}

路径绘制使用的LineRenderer

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转载自blog.csdn.net/qq_36917144/article/details/127656167