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++;
}
}
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++;
}
}