抛物线轨迹 炮弹 实例

轨迹代码参考了别人的,我只是狗尾续貂了,原链接稍后补充
主要有两块代码,一块是创建实例代码,一块是子弹代码

实例代码:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Fashe : MonoBehaviour
{
    public GameObject BulletPrefab;
    private GameObject locateA;
    //public Transform locateB;
    public float intaval=0.5f;
    private float count = 0f;
    // Start is called before the first frame update
    void Start()
    {
        locateA = GameObject.Find("LocationA");
    }

    // Update is called once per frame
    void Update()
    {
        count = count + Time.deltaTime;
        if(count>=intaval)
        {
            Instantiate(BulletPrefab, locateA.transform.position, Quaternion.identity);
            count = 0;
            print("fashe");
        }
    }
}

子弹代码:

using System;
using UnityEngine;

public class BulletNew : MonoBehaviour
{
    public const float g = 9.8f;
    public float lifeTime = 1;
    private  GameObject target;
    public float speed = 10;
    private float verticalSpeed;
    private Vector3 moveDirection;

    private float angleSpeed;
    public float angle;
    void Start()
    {
 
        target = GameObject.Find("LocationB");
        float tmepDistance = Vector3.Distance(this.transform.position, target.transform.position);
        float tempTime = tmepDistance / speed;
        float riseTime, downTime;
        riseTime = downTime = tempTime / 2;
        verticalSpeed = g * riseTime;
        this.transform.LookAt(target.transform.position);

        float tempTan = verticalSpeed / speed;
        double hu = Math.Atan(tempTan);
        angle = (float)(180 / Math.PI * hu);
        this.transform.eulerAngles = new Vector3(-angle, this.transform.eulerAngles.y, this.transform.eulerAngles.z);
        angleSpeed = angle / riseTime;

        moveDirection = target.transform.position - this.transform.position;
        Destroy(gameObject,lifeTime);
    }
    private float time;
    void Update()
    {
        if (this.transform.position.y < target.transform.position.y)
        {
            //finish
            return;
        }
        time += Time.deltaTime;
        float test = verticalSpeed - g * time;
        this.transform.Translate(moveDirection.normalized * speed * Time.deltaTime, Space.World);
        this.transform.Translate(Vector3.up * test * Time.deltaTime, Space.World);
        float testAngle = -angle + angleSpeed * time;
        this.transform.eulerAngles = new Vector3(testAngle, this.transform.eulerAngles.y, this.transform.eulerAngles.z);
    }
}

说明用法:必须要有LocationA LocationB 节点,是作为发射跟接受点。
在这里插入图片描述
子弹挂上BulletNew 脚本,并保存为预制体
发射节点 “fashe"挂上 Fashe 脚本

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