箭头始终正方向

using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using DG.Tweening;


public class fxMove : MonoBehaviour {
private int move_step = 1;
public float speed;
public Transform target;
private int wait_time = 1;
private int rotate_flag = 1;
    private Quaternion defRot;
    string[] pos = new string[33];
    private int cur = 0;
    private GameObject cc;
    // Use this for initialization
    void Start () {
        //target.Rotate = transform.Rotate;
        pos[0] = "7349.208,-646.2226,166.1605";
        pos[1] = "7348.6,-640.9,751";
        pos[2] = "6986.559.6,-640.9,711.44";
        pos[3] = "6837.6,-640.9,741";
        pos[4] = "6348,-640.9,629";
        pos[5] = "5915,-640.9,465";
        pos[6] = "5077,-640.9,465";
        pos[7] = "4627,-640.9,465";
        pos[8] = "4627,-640.9,740";
        pos[9] = "4272,-640.9,740";
        pos[10] = "4234,-640.9,97";
        pos[11] = "4215,-640.9,-438";
        pos[12] = "4215,-640.9,-1002";
        pos[13] = "4215,-640.9,-1705";
        pos[14] = "4644,-640.9,-1705";
        pos[15] = "4644,-640.9,-1090";
        pos[16] = "4644,-640.9,-638";
        pos[17] = "4644,-640.9,-96";
        pos[18] = "5088,-640.9,339";
        pos[19] = "5088,-640.9,-317";
        pos[20] = "5088,-640.9,-670";
        pos[21] = "5088,-640.9,-1099";
        pos[22] = "5088,-640.9,-1561";
        pos[23] = "5088,-640.9,-232";
        pos[24] = "5750,-640.9,-232";
        pos[25] = "6115,-640.9,-328";
        pos[26] = "6158,-640.9,-990";
        pos[27] = "6490,-640.9,-990";
        pos[28] = "6490,-640.9,-1458";
        pos[29] = "7345,-640.9,-1458";
        pos[30] = "7345,-640.9,-1137";
        pos[31] = "7345,-640.9,-834";
        pos[32] = "7345,-640.9,-602";
        cc = GameObject.Find("SimplePeople_BusinessMan_White");
        string[] loc = pos[cur].Split(','); //字符串转数组
        target.transform.position = new Vector3(float.Parse(loc[0]), float.Parse(loc[1]),float.Parse(loc[2]));
        transform.position = cc.transform.position;
        roataionArrow(target);
    }

// Update is called once per frame
void Update () {


float step = speed * Time.deltaTime;
        //movex(target, step);
        //if (move_step == 1)
        //{
        // movex(target, step);
        //}


        //if (transform.position.z == target.position.z && move_step == 1)
        //{
        // rotationx(target, step);
        //}


        //if (move_step == 2)
        //{
        // movez(target, step);


        // if (System.Math.Abs(transform.position.x - target.position.x) < 5)
        // {


        // transform.position = cc.transform.position;
        //              //transform.Rotate(new Vector3(90f, 0f, -90f));
        //              Vector3 rotation = new Vector3(90f, 0f, -90f);
        //              transform.eulerAngles = rotation;
        //              move_step = 1;
        // }


        //}


        movexz(target, step);
        float dist = Vector3.Distance(cc.transform.position, target.transform.position);
        print("Distance to other: " + dist);
        if (dist < 40)
        {
            cur++;
            string[] loc = pos[cur].Split(','); //字符串转数组
            target.transform.position = new Vector3(float.Parse(loc[0]), float.Parse(loc[1]), float.Parse(loc[2]));
            transform.position = cc.transform.position;
            //transform.Rotate(new Vector3(90f, 0f, -90f));
            //move_step = 1;
            //Vector3 rotation = new Vector3(90f, 0f, -90f);
            //transform.eulerAngles = rotation;
            //transform.Rotate(new Vector3(90f, 0f, -90f));
            roataionArrow(target);
        }


        float dist1 = Vector3.Distance(cc.transform.position, transform.position);
        if (dist1 < 120)
        {
            speed = 40;
        }
        else
        {
            speed = 1000;
        }


        float dist2= Vector3.Distance(transform.position, target.transform.position);
        if (dist2< 50)
        {
            transform.position = cc.transform.position;
            roataionArrow(target);
        }




    }












    //移动X
    void movex(Transform target2, float step)
{
transform.position = Vector3.MoveTowards(transform.position, new Vector3(transform.position.x, target2.position.y, target2.position.z), step);
}
    //移动xz
    void movexz(Transform target2, float step)
    {
        transform.position = Vector3.MoveTowards(transform.position, new Vector3(target2.transform.position.x, target2.position.y, target2.position.z), step);
    }


    void roataionArrow(Transform target2)
    {
        Vector3 targetDir = target2.position - transform.position;
        float step = speed * Time.deltaTime;
        Vector3 newDir = Vector3.RotateTowards(transform.forward, targetDir, step, 0.0F);
        //GetComponent<MeshRenderer>().enabled = false;
        //Debug.DrawRay(transform.position, newDir, Color.red);
        
        transform.rotation = Quaternion.LookRotation(newDir);
        Vector3 rotation = new Vector3(-90f, 0f, transform.eulerAngles.z + -90f);
        transform.eulerAngles = new Vector3(-90f, transform.eulerAngles.y, transform.eulerAngles.z + 90f);
        //Debug.Log(transform.eulerAngles.x + "--" + transform.eulerAngles.y + "--" + transform.eulerAngles.z);
        
    }


//移动z
void movez(Transform target2, float step)
{
transform.position = Vector3.MoveTowards(transform.position, new Vector3(target2.position.x, target2.position.y, transform.position.z), step);
}
//旋转
void rotationx(Transform target2, float step)
{
if (transform.position.x > target2.position.x)
{
rotate_flag = -1;
}
else
{
rotate_flag = 1;
}
transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.Euler(-90f, 0f, 0f * rotate_flag),
Time.deltaTime * 10);
if (wait_time > 10)
{
move_step++;
wait_time = 0;
}
wait_time++;
}


}
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