Unity 车辆跟随路径点缓动移动

跟随路径点移动:

    public Transform[] ways1;//路径点的位置
    public Transform[] ways;
    public Transform tagret;//移动的物体
    public Transform Player;
    public float ZhuJueSpeed;
    private int index1, index;
    /// <summary>
    /// 玩家移动
    /// </summary>
    public void Move() {
        if (index > ways.Length - 1) { return; }
        Player.localPosition = Vector3.MoveTowards(Player.localPosition, ways[index].localPosition, ZhuJueSpeed * Time.deltaTime);
        //Player.transform.LookAt(ways[index]);
        Vector3 v0 = Player.localEulerAngles;
        Player.transform.LookAt(ways1[index]);
        Vector3 v1 = Player.localEulerAngles;
        v0 = Vector3.Lerp(v0, v1, 0.1f);
        Player.localEulerAngles = v0;
        //Player.position = Vector3.Lerp(Player.position, ways[index].position, 0.03f * Time.deltaTime);
        if (Vector3.Distance(ways[index].localPosition, Player.localPosition) < 0.01f) {
            index++;
            if (index == ways.Length) {
                Player.localPosition = ways[index - 1].localPosition;
            }
        }
    }
    /// <summary>
    /// 前方车辆移动
    /// </summary>
    public void Move1() {
        if (index1 > ways1.Length - 1) { return; }
        tagret.localPosition = Vector3.MoveTowards(tagret.localPosition, ways1[index1].localPosition, speed * Time.deltaTime);
        //tagret.transform.eulerAngles = new Vector3(ways1[index1].position.x, ways1[index1].position.y);
        Vector3 v0 = tagret.localEulerAngles;
        tagret.transform.LookAt(ways1[index1]);
        Vector3 v1 = tagret.localEulerAngles;
        v0 = Vector3.Lerp(v0, v1, 0.2f);
        tagret.localEulerAngles = v0;
        //tagret.transform.rotation = Quaternion.Lerp(tagret.transform.rotation, Quaternion.LookRotation(ways1[index1].position- tagret.position),0.1f);
        //tagret.position=Vector3.Lerp(tagret.position, ways1[index1].position,0.06f*Time.deltaTime);
        //tagret.position = Vector3.Lerp(ways1[index1].position, ways1[index1+1].position,Vector3.Distance(tagret.position, ways1[index1].position)/Vector3.Distance(ways1[index1 + 1].position, ways1[index1].position)*Time.deltaTime*0.01f);
        if (Vector3.Distance(ways1[index1].localPosition, tagret.localPosition) < 0.01f) {
            index1++;
            if (index1 == ways1.Length) {
                tagret.localPosition = ways1[index1 - 1].localPosition;
            }
        }
    }

往返移动:

public class posMove : MonoBehaviour {
    public float speed;
    //public AnimationCurve curve;
    float scales;
    private Vector3 StartPosition;
    private Vector3 EndPosition;
    private bool isArrive { get; set; } = false;
    private void Start() {
        speed = Random.Range(0.05f, 0.1f);
        scales = Random.Range(0.05f, 0.15f);
        transform.localScale = new Vector3(scales, scales, scales);
        StartPosition = transform.localPosition;
        float z = transform.localPosition.z + 0.2f;

        EndPosition = new Vector3(transform.localPosition.x, transform.localPosition.y, z);
    }
    private void FixedUpdate() {

        float step = speed * Time.fixedDeltaTime;
        if (!isArrive)
            transform.position = Vector3.MoveTowards(transform.localPosition, EndPosition, step);
        else
            transform.position = Vector3.MoveTowards(transform.localPosition, StartPosition, step);

        if (this.transform.localPosition.x == EndPosition.x && this.transform.localPosition.z == EndPosition.z && isArrive == false) {
            isArrive = true;
        }
        else if (this.transform.localPosition.x == StartPosition.x && this.transform.localPosition.z == StartPosition.z && isArrive == true) {
            isArrive = false;
        }
    }
}
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