Unity开始加速、中间匀速、最后减速

private float maxSpeed = 10f; // 最大速度
private float acceleration = 8f; // 加速度
private float deceleration = 8f; // 减速度

private float currentSpeed = 0f; // 当前速度
private float distanceToTarget; // 车辆与目标位置的距离
private bool isMoving = false; // 是否正在移动
private Vector3 startPosition; // 起始位置
private float startTime; // 开始时间
public void SetCarMovement()
{
    if (isMoving)
    {
        distanceToTarget = Vector3.Distance(transform.localPosition,目标位置);
        if (distanceToTarget<=0.1f)
        {
            transform.localPosition =目标位置;
            isMoving = false;
            return;
        }
        // 计算当前移动时间
        float currentTime = Time.time - startTime;

        // 计算加速段、匀速段和减速段的时间
        float accelerationTime = maxSpeed / acceleration;
        float decelerationTime = maxSpeed / deceleration;
        float uniformTime = (distanceToTarget - accelerationTime*accelerationTime / 2 - decelerationTime*decelerationTime / 2) / maxSpeed;
       
        // 根据时间和距离计算当前速度
        if (currentTime < accelerationTime)
        {
            // 加速段
            currentSpeed = Mathf.Lerp(0f, maxSpeed, currentTime / accelerationTime);
        }
        else if (currentTime < accelerationTime + uniformTime)
        {
            // 匀速段
            currentSpeed = maxSpeed;
        }
        else
        {
            // 减速段
            currentSpeed = Mathf.Lerp(maxSpeed, 0f, (currentTime - accelerationTime - uniformTime) / decelerationTime);
        }
        Vector3 direction = (GetVatPos(targetIndex) - startPosition).normalized;
        transform.Translate(direction * currentSpeed * Time.deltaTime);

    }
}
public void StartMoving()
{
    //Debug.Log("开始运动");
    isMoving = true;
    startTime = Time.time;
    startPosition = transform.localPosition;
    distanceToTarget = Vector3.Distance(startPosition, 目标位置);
}

猜你喜欢

转载自blog.csdn.net/weixin_43780907/article/details/130617099
今日推荐