Unity实现物体运动时画出轨迹
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2022-06-22 08:18:51
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linerenderer2、新建空物体,把轨迹画出来,设计和脚本。3、linemark的脚本...
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。
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