Unity抛物线目标点打击

发布于:2024-04-09 ⋅ 阅读:(160) ⋅ 点赞:(0)

工具类

public class ShootTool
{
    private Transform start, target, control;
    private float speed, height;

    private Vector3 moveDir = Vector3.zero;
    private Vector3[] moveNode;
    private int moveIndex = 5;

    private int segmentNumber = 30;
    private LineRenderer lineRenderer = null;

    private bool onShoot = false;

    private Vector3 originalPos = Vector3.zero;
    private Vector3 originalRot = Vector3.zero;

    public void InitData(Transform startTemp, Transform controlTemp, Transform targetTemp, float speedTemp, float heightTemp, LineRenderer line = null) 
    {
        start = startTemp;
        control = controlTemp;
        target = targetTemp;
        speed = speedTemp;
        height = heightTemp;
        lineRenderer = line;

        originalPos = start.transform.position;
        originalRot = start.transform.eulerAngles;
    }
    public void OnBegin()
    {
        if (onShoot) return;
        moveNode = GetBeizerList(start.position, control.position, target.position, segmentNumber);
        onShoot = true;
    }
    public void OnUpdate()
    {
        DrawCurve();

        if (onShoot)
        {           
            if (moveIndex >= moveNode.Length)
            {              
                OnFlyFinish();
                return;
            } 
            moveDir = (moveNode[moveIndex] - start.transform.position).normalized;
            start.LookAt(moveNode[moveIndex]);
            start.transform.position += moveDir * Time.deltaTime * speed;
            if (Vector3.Distance(start.transform.position, moveNode[moveIndex]) <= 0.5f) moveIndex += 1;
        }
    }
    private void OnFlyFinish()
    {
        onShoot = false;

        moveIndex = 5;
        start.gameObject.SetActive(false);
        start.transform.position = originalPos;
        start.transform.eulerAngles = originalRot;
        start.gameObject.SetActive(true);
    }
    private void DrawCurve()
    {
        if (lineRenderer == null) return;

        for (int i = 1; i <= segmentNumber; i++)
        {
            float value = i / (float)segmentNumber;
            Vector3 pixel = CalculateCubicBezierPoint(value, originalPos, control.position, target.position);
            lineRenderer.positionCount = i;
            lineRenderer.SetPosition(i - 1, pixel);
        }
    }
    private Vector3 CalculateCubicBezierPoint(float value, Vector3 startPoint, Vector3 controlPoint, Vector3 endPoint)
    {
        float tempValue01 = 1 - value;
        float tempValue02 = value * value;
        float tempValue03 = tempValue01 * tempValue01;

        Vector3 newPos = tempValue03 * startPoint;
        newPos += 2 * tempValue01 * value * controlPoint;
        newPos += tempValue02 * endPoint;

        return newPos;
    }
    public Vector3[] GetBeizerList(Vector3 startPoint, Vector3 controlPoint, Vector3 endPoint, int segmentNumber)
    {
        Vector3[] path = new Vector3[segmentNumber];
        for (int i = 1; i <= segmentNumber; i++)
        {
            float value = i / (float)segmentNumber;
            Vector3 pixel = CalculateCubicBezierPoint(value, startPoint, controlPoint, endPoint);
            path[i - 1] = pixel;
        }
        return path;
    }
}

调用类

public class ShootToolExample : MonoBehaviour
{
   [SerializeField] Transform start, target, control;
   [SerializeField] float height = 40;
   [SerializeField] float speed = 30;

   [SerializeField] LineRenderer lineRenderer;

   private ShootTool shootTool = new ShootTool();

   private void Awake()
   {
       shootTool = new ShootTool();
       shootTool.InitData(start, control, target, speed, height, lineRenderer);
   }
   private void Update()
   {

       if (Input.GetMouseButton(0)) { shootTool.OnBegin(); }
       shootTool.OnUpdate();
   }
}


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