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捕魚遊戲中獲得金币移動展示

在玩捕魚遊戲時候看到金币獲得移動表現,那麼作為一個程式員就會想這個表現是怎麼實作,如果我來弄又是怎麼方法!在這裡我将自己的實作和想法寫下來。

經過觀察和發現,漁場金币表現分為:先将N個金币爆炸開,在回收,最後進行移動到目标位置。

捕魚遊戲中獲得金币移動展示

具體邏輯看下面代碼:

抛物線下運動代碼

using UnityEngine;

public class ParabolaPath
{
    public bool isClampStartEnd;
    private Vector3 m_start;
    private Vector3 m_end;
    private float m_height;
    private float m_gravity;
    private float m_upTime;
    private float m_downTime;
    private float m_totalTime;
    private Vector3 m_velocityStart;
    private Vector3 m_position;
    private float m_time;

    /// <summary> 初始化 </summary>
    /// <param name="start">開始點</param>
    /// <param name="end">結束點</param>
    /// <param name="height">高度</param>
    /// <param name="gravity">重力加速度</param>
    /// <returns></returns>
    public void Init(Vector3 start, Vector3 end, float height = 10, float gravity = -9.8f)
    {
        float topY = Mathf.Max(start.y, end.y) + height;
        float d1 = topY - start.y;
        float d2 = topY - end.y;
        float g2 = 2 / -gravity;
        float t1 = Mathf.Sqrt(g2 * d1);
        float t2 = Mathf.Sqrt(g2 * d2);
        float t = t1 + t2;
        float vX = (end.x - start.x) / t;
        float vZ = (end.z - start.z) / t;
        float vY = -gravity * t1;
        m_start = start;
        m_end = end;
        m_height = height;
        m_gravity = gravity;
        m_upTime = t1;
        m_downTime = t2;
        m_totalTime = t;
        m_velocityStart = new Vector3(vX, vY, vZ);
        m_position = m_start;
        m_time = 0;
    }

    /// <summary> 起點 </summary>
    public Vector3 start { get { return m_start; } }
    /// <summary> 終點 </summary>
    public Vector3 end { get { return m_end; } }
    /// <summary> 目标高度 </summary>
    public float height { get { return m_height; } }
    /// <summary>  重力加速度 </summary>
    public float gravity { get { return m_gravity; } }
    /// <summary> 上升時間 </summary>
    public float upTime { get { return m_upTime; } }
    /// <summary> 下降時間 </summary>
    public float downTime { get { return m_downTime; } }
    /// <summary>  總運動時間 </summary>
    public float totalTime { get { return m_totalTime; } }
    /// <summary> 頂點 </summary>
    public Vector3 top { get { return GetPosition(m_upTime); } }
    /// <summary> 初始速度  </summary>
    public Vector3 velocityStart { get { return m_velocityStart; } }
    /// <summary> 目前位置 </summary>
    public Vector3 position { get { return m_position; } }
    /// <summary> 目前速度 </summary>
    public Vector3 velocity { get { return GetVelocity(m_time); } }

    /// <summary> 目前時間 </summary>
    public float time
    {
        get { return m_time; }
        set
        {
            if (isClampStartEnd) value = Mathf.Clamp(value, 0, m_totalTime);
            m_time = value;
            m_position = GetPosition(value);
        }
    }

    /// <summary> 擷取某個時間點的位置 </summary>
    public Vector3 GetPosition(float time)
    {
        if (time == 0) return m_start;
        if (time == m_totalTime) return m_end;
        float dY = 0.5f * m_gravity * time * time;
        return m_start + m_velocityStart * time + new Vector3(0, dY, 0);
    }

    /// <summary> 擷取某個時間點的速度</summary>
    public Vector3 GetVelocity(float time)
    {
        if (time == 0) return m_velocityStart;
        return m_velocityStart + new Vector3(0, m_velocityStart.y + m_gravity * time, 0);
    }
}
           

曲線運動方法 對DG.Tweening的運用

using DG.Tweening;
using UnityEngine;
    public class MoveItme : MonoBehaviour
    {
        //移動持續時間
        private float m_MoveTime = 2.0f;
        //加速移動倍數
        private float m_MoveRate = 2.0f;
        //開始位置
        private Vector3 m_StartPos = Vector3.zero;
        //目标位置
        private Vector3 m_TargetPos = Vector3.zero;
        //移動方式
        private Ease m_Ease;

        /// <summary>
        /// 設定移動
        /// </summary>
        /// <param name="movetime">移動持續時間</param>
        /// <param name="moverate">加速移動倍數</param>
        /// <param name="ease">移動方式  : Ease.Linear </param>
        /// <param name="startpos">開始位置</param>
        /// <param name="targetpos">目标位置</param>
        /// <param name="callback">回調</param>
        public void SetMove(float movetime, float moverate, int ease, Vector3 startpos, Vector3 targetpos, System.Action callback)
        {
            m_MoveTime = movetime;
            m_MoveRate = moverate;
            m_Ease = (Ease)ease;
            m_StartPos = startpos;
            m_TargetPos = targetpos;
            MoveLocal(callback);
        }

        void MoveLocal(System.Action callback)
        {
            transform.localPosition = m_StartPos;
            Tweener m_Tweener = transform.DOLocalMove(m_TargetPos, m_MoveTime);
            if (m_Tweener != null)
            {
                m_Tweener.timeScale = m_MoveRate;
                m_Tweener.SetEase(m_Ease);
                m_Tweener.OnComplete(() =>
                {
                    if (callback != null)
                    {
                        callback();
                    }
                });
            }
        }
    }
           

----------------------------------------------

以下是對上面的方法調用邏輯

using System;
using UnityEngine;

public class ParabolaPathUtils : MonoBehaviour
    {
        public Vector3 target;        // 目标
        public float height = 16f;      // 高度
        public float gravity = -1000.0f;   // 重力加速度
        private ParabolaPath path;      // 抛物線運動軌迹
        private bool isplay = false;
        public Action callback;

        public void SetStart()
        {
            path = new ParabolaPath();
            path.Init(transform.localPosition, target, height, gravity);
            path.isClampStartEnd = true;
            isplay = true;
        }

        private void Update()
        {
            if (!isplay)
            {
                return;
            }
            // 計算位移
            float t = Time.deltaTime;
            path.time += t;
            transform.localPosition = path.position;

            // 計算轉向
            //transform.LookAt(path.GetPosition(path.time + t));

            // 簡單模拟一下碰撞檢測
            if (path.time >= path.totalTime)
            {
                isplay = false;
                if (callback != null)
                {
                    callback();
                }
            }
        }
    }
           

 調用表現

using System.Collections;
using UnityEngine;
public class MoveTest : MonoBehaviour
{
    public GameObject obj;
    public GameObject _ObjStartVec3;
    public GameObject _ObjEndVec3;
    public float movetime = 1.0f;
    public float moverate = 5.0f;
    public Vector2 RandomVec = Vector2.zero;
    public int ease = 1;
    public float gravity = -2000;
    public float height = 20;

    Vector3 StartVec3;
    Vector3 EndVec3;

    void Start()
    {
        StartVec3 = _ObjStartVec3.transform.localPosition;
        EndVec3 = _ObjEndVec3.transform.localPosition;

        for (int i=0;i<10;i++)
        {
            InitModel(i);
        }
    }

    void InitModel(int index)
    {
        GameObject _obj = Instantiate(obj) as GameObject;
        if(_obj==null)
        {
            return;
        }
        _obj.transform.parent = this.gameObject.transform;
        _obj.transform.localPosition = StartVec3;
        Vector2 Vec = Random.insideUnitCircle;
        Vector3 Pos = StartVec3 + (new Vector3(Vec.x * RandomVec.x, Vec.y * RandomVec.y));
        MoveItme mMoveItme = _obj.transform.GetComponent<MoveItme>();
        if(mMoveItme==null)
        {
            mMoveItme = _obj.gameObject.AddComponent<MoveItme>();
        }
        mMoveItme.SetMove(movetime, moverate, ease, StartVec3, Pos, () => {
            StartCoroutine(OnWait(index, mMoveItme, Pos));
        });
    }

    IEnumerator OnWait(int index, MoveItme mMoveItme,Vector3 Pos)
    {
        yield return new WaitForSeconds(index + 0.5f);
        mMoveItme.SetMove(movetime, moverate, ease, Pos, StartVec3,() => {
            ParabolaPathUtils mParabolaPathUtils = mMoveItme.transform.GetComponent<ParabolaPathUtils>();
            if (mParabolaPathUtils == null)
            {
                mParabolaPathUtils = mMoveItme.gameObject.AddComponent<ParabolaPathUtils>();
            }
            mParabolaPathUtils.callback = mCallBack;
            mParabolaPathUtils.gravity = gravity;
            mParabolaPathUtils.height = height;
            mParabolaPathUtils.target = EndVec3;
            mParabolaPathUtils.SetStart();
        });
    }

    void mCallBack()
    {
        Debug.Log("--mCallBack--");
    }
}
           

具體的看執行個體工程

--------------

資源稽核中,完後補充資源連結

https://download.csdn.net/download/sun__ch/12319933

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