天天看点

unity 模拟抛物线

具体的步骤:

了解使用

水平方向的速度是:v1=v0×cosθ

竖直方向的速度是:v2=v0×sinθ-gt

y=v0×t-(gt^2)/2

克隆线段,坐标信息,线段的长度,线段的间距。

检测碰撞的点、控制线段的显示和隐藏、绘制弧

克隆子弹,计算子弹的发射速度,子弹的朝向

点击空格,初始化子弹数据,子弹发射

在plyer下创建一个空物体为Arc;在代码中用创建一个空物体再添加组件LineRenderer,同时把这些空物体存到list中。

segmentCount 线段的个数

LineRendererList 为LineRenderer类型

segmentwidth 设置的是0.01f

public void CreateArc()

{

for (int i = 0; i < segmentCount; i++)

GameObject cl = new GameObject("Arc_" + i);

cl.transform.SetParent(player.transform.Find("Arc"));

LineRendererList.Add(cl.AddComponent());

LineRendererList[i].startWidth = segmentwidth;

LineRendererList[i].endWidth = segmentwidth;

LineRendererList[i].material = LineMaterial;

LineRendererList[i].shadowCastingMode = ShadowCastingMode.Off;

LineRendererList[i].receiveShadows = false;

LineRendererList[i].lightProbeUsage = LightProbeUsage.Off;

LineRendererList[i].reflectionProbeUsage = ReflectionProbeUsage.Off;

LineRendererList[i].enabled = false;

}

获取在每个时间时,弧线的位置

IsUseGravity 是bool类型

使用公式:y=v0×t-(gt^2)/2

v0是我们手动定义的速度,

public Vector3 GetTimePosition(float time)

Vector3 usegravity = IsUseGravity ? Physics.gravity : Vector3.zero;

Vector3 result = player.transform.position+time arcSpeed + (0.5f time time) usegravity;

return result;

设置线段的坐标

public void SetPostion(int index, Vector3 StartPostion, Vector3 endPostion)

LineRendererList[index].enabled = true;

LineRendererList[index].SetPosition(0, StartPostion);

LineRendererList[index].SetPosition(1, endPostion);

每个线段的长度,和线段之间的间距

float timeStep = arcDuration / segmentCount;

[Range(0, 1)] public float segmentBreak;

当物体碰撞时返回碰撞的时间

HitLayer是地板的当前层级

Physics.Linecast在API有解释,在两点之间绘制射线,在这线段之间如有

碰撞返回为真

碰撞时间:如a到b绘制射线,a为第一个点,b为第二个点。

设置a点的时间是A,设置b点的时间是B。

timeStep 为A与B的时间差

AB 之间的距离为C,

碰撞点与A之间的距离 为D

碰撞的点一定是在线段之间,所以时间=(D/C)*timeStep +A

public float GetHitTime(out RaycastHit hitInfo)

float startTime_1 = 0.0f;

Vector3 startPos_1 = GetTimePosition(startTime_1);

hitInfo = new RaycastHit();

float endtime_1 = timeStep + startTime_1;

Vector3 endpos_1 = GetTimePosition(endtime_1);

if (Physics.Linecast(startPos_1, endpos_1, out hitInfo, HitLayer))

Bullseye.transform.position = hitInfo.point+Vector3.up*0.1F;

Bullseye.SetActive(true);

float distance = Vector3.Distance(startPos_1, endpos_1);

float hitdistance = hitInfo.distance;

return startTime_1 + (hitdistance / distance) * timeStep;

startPos_1 = endpos_1;

startTime_1 = endtime_1;

return float.MaxValue;

绘制弧线

在unity中抛物线的速度是距离,我们需要初速度=(目标的方向*速度)

timeStep 设置一个线段的时间,segmentBreak线段之间的间距时间

private void DrawArc()

arcSpeed = transform.forward * startVelocity;

currentTimeOffset = (Time.time - arcTimeOffset) *0.2f;

if (currentTimeOffset > (timeStep + segmentBreak))

currentTimeOffset = 0;

arcTimeOffset = Time.time;

float starttime = currentTimeOffset;

hitTime = GetHitTime(out hitInfo);

int i = 0;

for (i = 0; i < segmentCount; i++)

float endTime = starttime + timeStep;

Vector3 StartPos = GetTimePosition(starttime);

Vector3 Endpos = GetTimePosition(endTime);

SetPostion(i, StartPos, Endpos);

starttime += timeStep + segmentBreak;

if (starttime > hitTime)

break;

HideLine(i);

克隆子弹

bullet = GameObject.CreatePrimitive(PrimitiveType.Capsule);

子弹的发射速度

velocityX 水平的速度

velocityY 垂直速度

tanθ=对边/临边

public void BulletMove()

float time = Time.time - currentTime;

Vector3 playerXZ = transform.position;

playerXZ.y = 0;

velocityX = arcSpeed.magnitude;

velocityY =startVelocity Mathf.Sin(launchAngle Mathf.Deg2Rad) + Physics.gravity.y * time ;

Vector3 speed =transform.forward;

speed *= velocityX;

speed.y = velocityY;

bullet.transform.position += (speed) * Time.fixedDeltaTime;

Vector3 speedXZ = speed;

speedXZ.y = 0;

float tempTan = speedXZ.magnitude / speed.y;

float hu = Mathf.Atan(tempTan);

float angle = hu * Mathf.Rad2Deg;

bullet.transform.eulerAngles = new Vector3(angle, bullet.transform.eulerAngles.y, bullet.transform.eulerAngles.z);

if (Vector3.Distance(bullet.transform.position, Bullseye.transform.position) < 0.1f)

IsMove = !IsMove;

目的:

当玩家移动,绘制的弧线也可以移动,子弹防止朝向不对

public void InitBullet()

bullet.transform.localScale = Vector3.one * 0.3f;

bullet.transform.position = player.transform.position;

bullet.transform.rotation = player.transform.rotation;

点击空格时:

要算出当前时间

currentTime = Time.time;

初始化子弹数据

考虑当旋转角度>180时

if (launchAngle > 180)

launchAngle = 360 - launchAngle;

IsMove = !IsMove

ControlMove();

DrawArc();

放在FixedUpdate()

更多unity2018的功能介绍请到paws3d爪爪学院查找。

继续阅读