两点之间往复运动 仿照itween 的pingpong运动

两点之间往复运动 仿照itween 的pingpong运动

usingUnityEngine;
usingSystem.Collections;

publicclass Test : MonoBehaviour
{
   public Transform startPoint;
   public Transform endPoint;
   public float moveSpeed = 3;
   int a = 0;
   void Start()
    {
        StartCoroutine(Move());
    }
   // 物体在两点之间运动
   IEnumerator MoveStart()
    {
       while (true )
        {
            transform.position =Vector3.Lerp(transform.position, startPoint.position,Time.deltaTime * moveSpeed);
           if (Vector3 .Distance(startPoint.position, transform.position) < 0.1f)
            {
                StopAllCoroutines();
                StartCoroutine(MoveEnd());
            }
           yield return null;
        }

    }
   IEnumerator MoveEnd()
    {
       while (true )
        {
            transform.position =Vector3.Lerp(transform.position, endPoint.position,Time.deltaTime * moveSpeed);
           if (Vector3 .Distance(endPoint.position, transform.position) < 0.1f)
            {
                StopAllCoroutines();
                StartCoroutine(MoveStart());
            }
           yield return null;
        }

    }
   IEnumerator Move()
    {
       while (true )
        {
            transform.position =Vector3.Lerp(transform.position, endPoint.position,Time.deltaTime * moveSpeed);
           if (Vector3 .Distance(endPoint.position, transform.position) < 0.1f)
            {
                StopAllCoroutines();
                StartCoroutine(MoveStart());
            }
           yield return null;
        }
    }

}
------------------------------------------------------------------------------------------
usingUnityEngine;
usingSystem.Collections;
///<summary>
/// 两点匀速乒乓运动
///</summary>
publicclass Pinpang2 : MonoBehaviour {
   public Transform startPoint;
   public Transform endPoint;
   public float timer = 3f;
   void Start()
    {
        StartCoroutine(Move());
    }
   // 物体在两点之间运动
   IEnumerator MoveStart()
    {
       float time = 0;
       while (true)
        {
            time +=Time.deltaTime;
            transform.position =Vector3.Lerp(endPoint.position, startPoint.position, time / timer);
           if (Vector3.Distance(startPoint.position, transform.position) < 0.01f)
            {
                transform.position = startPoint.position;
                StopAllCoroutines();
                StartCoroutine(MoveEnd());
            }
           yield return null;
        }
    }
   IEnumerator MoveEnd()
    {
       float time = 0;
       while (true)
        {
            time +=Time.deltaTime;
            transform.position =Vector3.Lerp(startPoint.position, endPoint.position, time / timer);
           if (Vector3.Distance(endPoint.position, transform.position) < 0.01f)
            {
                transform.position = endPoint.position;
                StopAllCoroutines();
                StartCoroutine(MoveStart());
            }
           yield return null;
        }
    }
  
   IEnumerator Move()
    {
       float time = 0;
       while (true)
        {
            time +=Time.deltaTime;
            transform.position =Vector3.Lerp(startPoint.position, endPoint.position, time/timer);
           if (Vector3.Distance(endPoint.position, transform.position) < 0.01f)
            {
                transform.position = endPoint.position;
                StopAllCoroutines();
                StartCoroutine(MoveStart());
            }
           yield return null;
        }
    }
}
------------------------------------------------------------------

四点匀速移动


usingUnityEngine;
usingSystem.Collections;
publicclass SidainPingpang : MonoBehaviour {
   public Transform startPoint;
   public Transform secondPoint;
   public Transform thirdPoint;
   public Transform endPoint;
   public float timer = 3f;
   void Start()
    {
        StartCoroutine(Move());
    }
   // 物体在两点之间运动
   IEnumerator MoveStart()
    {
       float time = 0;
       while (true)
        {
            time +=Time.deltaTime;
            transform.position =Vector3.Lerp(secondPoint.position, startPoint.position, time / timer);
           if (Vector3.Distance(startPoint.position, transform.position) < 0.01f)
            {
                transform.position = startPoint.position;
                StopAllCoroutines();
                StartCoroutine(MoveEnd());
            }
           yield return null;
        }
    }
   IEnumerator MoveSecond()
    {
       float time = 0;
       while (true)
        {
            time +=Time.deltaTime;
            transform.position =Vector3.Lerp(thirdPoint.position, secondPoint.position, time / (timer / 2));
           if (Vector3.Distance(secondPoint.position, transform.position) < 0.01f)
            {
                transform.position = secondPoint.position;
                StopAllCoroutines();
                StartCoroutine(MoveStart());
            }
           yield return null;
        }
    }
   IEnumerator MoveThird()
    {
       float time = 0;
       while (true)
        {
            time +=Time.deltaTime;
            transform.position =Vector3.Lerp(endPoint.position, thirdPoint.position, time / timer);
           if (Vector3.Distance(thirdPoint.position, transform.position) < 0.01f)
            {
                transform.position = thirdPoint.position;
                StopAllCoroutines();
                StartCoroutine(MoveSecond());
            }
           yield return null;
        }
    }
   IEnumerator MoveEnd()
    {
       float time = 0;
       while (true)
        {
            time +=Time.deltaTime;
            transform.position =Vector3.Lerp(startPoint.position, endPoint.position, time / (timer / 2));
           if (Vector3.Distance(endPoint.position, transform.position) < 0.01f)
            {
                transform.position = endPoint.position;
                StopAllCoroutines();
                StartCoroutine(MoveThird());
            }
           yield return null;
        }
    }
   IEnumerator Move()
    {
       float time = 0;
       while (true)
        {
            time +=Time.deltaTime;
            transform.position =Vector3.Lerp(startPoint.position, endPoint.position, time / (timer / 2));
           if (Vector3.Distance(endPoint.position, transform.position) < 0.01f)
            {
                transform.position = endPoint.position;
                StopAllCoroutines();
                StartCoroutine(MoveThird());
            }
           yield return null;
        }
    }
}

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