这是实现一个简单的太阳系,包括太阳和八大行星和月亮。
这个程序采用MVC结构
总共有6个cs文件:
SSDirector.cs:控制场景的切换,指明哪个是当前场景
FristController.cs:控制第一个场景的资源加载和配置
roundsun.cs:挂载在太阳上的组件,使其它行星绕太阳转,月亮绕地球转和各天体的自转
UserGUI.cs
IUserAction.cs
ISceneController.cs
加进了项目中。
FristController.cs
这个文件主要是用来加载太阳系和以及为roundsun组件传递参数。
public void LoadResources() {
GameObject solar_system = Instantiate<GameObject>(
Resources.Load<GameObject>("prefabs/sun_shadow"),
Vector3.zero, Quaternion.identity);
GameObject sun = Instantiate<GameObject>(
Resources.Load<GameObject>("prefabs/sun"),
Vector3.zero, Quaternion.identity);
solar_system.name = "sun_shadow";
sun.name = "sun";
GameObject[] body = new GameObject[body_num];
for (int i = 0; i < body_num; i++)
{
body[i] = GameObject.Find(body_name[i]);
}
Debug.Log("load solar_system ...\n");
roundsun com_sun = solar_system.GetComponent("roundsun") as roundsun;
com_sun.sun_shadow = body[0].transform;
com_sun.mercury = body[1].transform;
com_sun.venus = body[2].transform;
com_sun.earth_shadow = body[3].transform;
com_sun.moon = body[4].transform;
com_sun.mars = body[5].transform;
com_sun.jupiter = body[6].transform;
com_sun.saturn = body[7].transform;
com_sun.uranus = body[8].transform;
com_sun.neptune = body[9].transform;
com_sun.sun = body[10].transform;
com_sun.earth = body[11].transform;
}
roundsun.cs
设置各天体的初始位置:
void Start () {
sun.position = Vector3.zero;
sun_shadow.position = sun.position;
mercury.position = new Vector3(0.7f, 0, 0);
venus.position = new Vector3(1.2f, 0, 0);
earth.position = new Vector3(2.2f, 0, 0);
earth_shadow.position = earth.position;
moon.position = new Vector3(2.7f, 0, 0);
mars.position = new Vector3(3.3f, 0, 0);
jupiter.position = new Vector3(4.5f, 0, 0);
saturn.position = new Vector3(6.0f, 0, 0);
uranus.position = new Vector3(7.0f, 0, 0);
neptune.position = new Vector3(8.0f, 0, 0);
}
设置各天体的公转和自转:
void Update () {
mercury.RotateAround(sun_shadow.position, new Vector3(1, 7f, 0), 240 * Time.deltaTime);
venus.RotateAround(sun_shadow.position, new Vector3(1, 12f, 0), 70 * Time.deltaTime);
earth.RotateAround(sun_shadow.position, Vector3.up, 60* Time.deltaTime);
earth_shadow.position = earth.position;
mars.RotateAround(sun_shadow.position, new Vector3(1, 16f,0), 30 * Time.deltaTime);
jupiter.RotateAround(sun_shadow.position, new Vector3(1, 18f, 0), 20 * Time.deltaTime);
saturn.RotateAround(sun_shadow.position, new Vector3(1, 15f, 0), 15 * Time.deltaTime);
uranus.RotateAround(sun_shadow.position, new Vector3(1, 20f, 0), 10 * Time.deltaTime);
neptune.RotateAround(sun_shadow.position, new Vector3(1, 17f, 0), 5 * Time.deltaTime);
moon.transform.RotateAround(earth_shadow.position, Vector3.up, 359 * Time.deltaTime);
sun.Rotate(Vector3.up * 10 * Time.deltaTime);
mercury.Rotate(Vector3.up * 10 * Time.deltaTime);
venus.Rotate(Vector3.down * 5 * Time.deltaTime);
earth.Rotate(Vector3.up * 30 * Time.deltaTime);
mars.Rotate(Vector3.up * 30 * Time.deltaTime);
jupiter.Rotate(Vector3.up * 65 * Time.deltaTime);
saturn.Rotate(Vector3.up * 67 * Time.deltaTime);
uranus.Rotate(Vector3.up * 50 * Time.deltaTime);
neptune.Rotate(Vector3.up * 45 * Time.deltaTime);
moon.Rotate(Vector3.up * 15 * Time.deltaTime);
}
写博客时发现天体的自转是不是应该挂在各天体上比较符合