这篇文章主要为大家详细介绍了Unity实现物体运动时画出轨迹,文中示例代码介绍的非常详细,具有一定的参考价值,感兴趣的小伙伴们可以参考一下
本文实例为大家分享了Unity实现物体运动时画出轨迹的具体代码,供大家参考,具体内容如下
1、新建空物体,上赋LineRenderer
2、新建空物体,把轨迹画出来,设计和脚本。
3、LineMark的脚本是
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class LineMark : MonoBehaviour {
private GameObject clone;
private LineRenderer line;
private int i;
public GameObject obs;
public GameObject run;
Vector3 RunStart;
Vector3 RunNext;
// Use this for initialization
void Start () {
RunStart = run.transform.position;
clone = (GameObject)Instantiate(obs, run.transform.position, run.transform.rotation);//克隆一个带有LineRender的物体
line = clone.GetComponent<LineRenderer>();//获得该物体上的LineRender组件
// //line.SetColors(Color.blue, Color.red);//设置颜色
// //line.SetWidth(0.2f, 0.1f);//设置宽度
i = 0;
}
// Update is called once per frame
void Update () {
RunNext = run.transform.position;
if (RunStart != RunNext) {
i++;
line.SetVertexCount(i);//设置顶点数
line.SetPosition(i-1, run.transform.position);
}
RunStart = RunNext;
// if (Input.GetMouseButtonDown(0))
// {
// clone = (GameObject)Instantiate(obs, obs.transform.position, transform.rotation);//克隆一个带有LineRender的物体
// line = clone.GetComponent<LineRenderer>();//获得该物体上的LineRender组件
// line.SetColors(Color.blue, Color.red);//设置颜色
// line.SetWidth(0.2f, 0.1f);//设置宽度
// i = 0;
// print ("GetMouseButtonDown");
// }
// if (Input.GetMouseButton(0))
// {
// i++;
// line.SetVertexCount(i);//设置顶点数
// line.SetPosition(i - 1, Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, 15)));//设置顶点位置
// print ("GetMouseButton");
//
// }
}
}
4、运动小球和脚本
Run.cs
using UnityEngine;
using System.Collections;
public class Run : MonoBehaviour
{
public GameObject target; //要到达的目标
public float speed = 10; //速度
private float distanceToTarget; //两者之间的距离
private bool move = true;
void Start()
{
//计算两者之间的距离
distanceToTarget = Vector3.Distance(this.transform.position, target.transform.position);
StartCoroutine(StartShoot());
}
IEnumerator StartShoot()
{
while (move)
{
Vector3 targetPos = target.transform.position;
//让始终它朝着目标
this.transform.LookAt(targetPos);
//计算弧线中的夹角
float angle = Mathf.Min(1, Vector3.Distance(this.transform.position, targetPos) / distanceToTarget) * 45;
this.transform.rotation = this.transform.rotation * Quaternion.Euler(Mathf.Clamp(-angle, -42, 42), 0, 0);
float currentDist = Vector3.Distance(this.transform.position, target.transform.position);
if (currentDist < 0.5f)
move = true;
this.transform.Translate(Vector3.forward * Mathf.Min(speed * Time.deltaTime, currentDist));
yield return null;
}
}
}
5、目标小球和运动设置的脚本
follew.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class followme : MonoBehaviour {
Rigidbody follew;
// Use this for initialization
void Start () {
follew = GetComponent<Rigidbody> ();
}
// Update is called once per frame
void Update () {
transform.Translate (new Vector3(0.1f,0.1f,0.1f));
}
}
6、运行结果
以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持得得之家。
沃梦达教程
本文标题为:Unity实现物体运动时画出轨迹
基础教程推荐
猜你喜欢
- C# List实现行转列的通用方案 2022-11-02
- C# windows语音识别与朗读实例 2023-04-27
- unity实现动态排行榜 2023-04-27
- C# 调用WebService的方法 2023-03-09
- winform把Office转成PDF文件 2023-06-14
- linux – 如何在Debian Jessie中安装dotnet core sdk 2023-09-26
- C#控制台实现飞行棋小游戏 2023-04-22
- C#类和结构详解 2023-05-30
- ZooKeeper的安装及部署教程 2023-01-22
- 一个读写csv文件的C#类 2022-11-06