【技术教程】Unity实现物体运动时画出轨迹

零 技术教程评论54字数 2602阅读8分40秒阅读模式

1、新建空物体,上赋LineRenderer

Unity实现物体运动时画出轨迹文章源自灵鲨社区-https://www.0s52.com/jc/jsjc/7285.html

2、新建空物体,把轨迹画出来,设计和脚本。文章源自灵鲨社区-https://www.0s52.com/jc/jsjc/7285.html

Unity实现物体运动时画出轨迹文章源自灵鲨社区-https://www.0s52.com/jc/jsjc/7285.html

3、LineMark的脚本是文章源自灵鲨社区-https://www.0s52.com/jc/jsjc/7285.html

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、运动小球和脚本文章源自灵鲨社区-https://www.0s52.com/jc/jsjc/7285.html

Unity实现物体运动时画出轨迹文章源自灵鲨社区-https://www.0s52.com/jc/jsjc/7285.html

Run.cs文章源自灵鲨社区-https://www.0s52.com/jc/jsjc/7285.html

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文章源自灵鲨社区-https://www.0s52.com/jc/jsjc/7285.html

Unity实现物体运动时画出轨迹文章源自灵鲨社区-https://www.0s52.com/jc/jsjc/7285.html

follew.cs文章源自灵鲨社区-https://www.0s52.com/jc/jsjc/7285.html

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));
}
}

零
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