抛物线

using UnityEngine;
using System.Collections;
/// <summary>
/// 弓箭轨迹模拟
/// 阿亮设计,欢迎交流经验
/// </summary>
public class Radar : MonoBehaviour
{

    public float Power = 10;//这个代表发射时的速度/力度等,可以通过此来模拟不同的力大小
    public float Angle = 45;//发射的角度,这个就不用解释了吧
    public float Gravity = -10;//这个代表重力加速度
    public bool IsOne = false;


    private Vector3 MoveSpeed;//初速度向量
    private Vector3 GritySpeed = Vector3.zero;//重力的速度向量,t时为0
    private float dTime;//已经过去的时间

    private Vector3 currentAngle;
    // Use this for initialization
    void Start()
    {
        //通过一个公式计算出初速度向量
        //角度*力度
        MoveSpeed = Quaternion.Euler(new Vector3(0, 0,Angle)) * Vector3.right * Power;
        currentAngle = Vector3.zero;
    }

    // Update is called once per frame
    void FixedUpdate()
    {

        //计算物体的重力速度
        //v = at ;
        GritySpeed.y = Gravity * (dTime += Time.fixedDeltaTime);
        //位移模拟轨迹
        transform.position += (MoveSpeed + GritySpeed) * Time.fixedDeltaTime;
        currentAngle.z = Mathf.Atan((MoveSpeed.y + GritySpeed.y) / MoveSpeed.x) * Mathf.Rad2Deg;
        transform.eulerAngles = currentAngle;
        
        
    }
}
为了尊重博主:http://www.cnblogs.com/jqg-aliang/p/4806002.html  名为:绝情谷阿亮

猜你喜欢

转载自blog.csdn.net/fanfan_hongyun/article/details/80884277