Unity 匀速移动,通过速度进行移动。
float lerp = moveSpeed * timeDelay / (transform.position- targetPos.position).magnitude;
transform.position= Vector3.Lerp(transform.position, targetPos.position, lerp);
/// <summary>
///移动到位置。(通过 速度)
/// </summary>
public static bool MoveToPosByMoveSpeed(float timeDelay, Vector3 fromePos, Vector3 toPos, float moveSpeed, out Vector3 resultPos)
{
//移动。
float distance = Vector3.Distance(fromePos, toPos);
if (distance > 0)
{
float lerp = timeDelay * moveSpeed / distance;
//resultPos = Vector3.Lerp(fromePos, toPos, lerp);
if (lerp >= 1) lerp = 1;//lerp<0不处理,速度<0 可后退。
resultPos = fromePos + (toPos - fromePos) * lerp;
//------------------------------
if (lerp >= 1) return true;
else return false;
}
else
{
//distance=0;
resultPos = toPos;
return true;
}
}
/// <summary>
///移动到位置。(通过 速度)
/// </summary>
public static bool MoveToPosByMoveSpeed2(float timeDelay, Vector3 fromePos, Vector3 toPos, float moveSpeed, out Vector3 resultPos)
{
//transform.position = Vector3.MoveTowards(transform.position, target.transform.position, Time.deltaTime * speed);
resultPos = Vector3.MoveTowards(fromePos, toPos, timeDelay * moveSpeed);
if (resultPos == toPos)
{
return true;
}
else
{
return false;
}
}
类推 匀速旋转。
/// <summary>
/// 旋转 到方向 (通过 速度)。(固定了Vector3.up)
/// </summary>
public static bool RotateToDirByAngleSpeed(float timeDelay, Vector3 fromDir, Vector3 toDir, float angleSpeed, out Quaternion resultRotate, bool isNeedFast = true)
{
//方向是否 为zero.
if (toDir == Vector3.zero)
{
resultRotate = Quaternion.LookRotation(fromDir, Vector3.up);
return true;
}
if (fromDir == Vector3.zero)
{
resultRotate = Quaternion.identity;
return true;
}
//判断是否平行。
Vector3 tempCross = Vector3.Cross(fromDir, toDir);
if (Mathf.Abs(tempCross.y) < 0.00001f)//tempCross.y==0
{
resultRotate = Quaternion.LookRotation(fromDir, Vector3.up);
return true;
}
//==========================================================================
bool isArrive = false;
fromDir.y = 0;
toDir.y = 0;
float angle1 = Quaternion.LookRotation(fromDir, Vector3.up).eulerAngles.y;
float angle2 = Quaternion.LookRotation(toDir, Vector3.up).eulerAngles.y;
if (angle1 == angle2)
{
//方向相同。
Debug.LogError("-方向相同----");
resultRotate = Quaternion.LookRotation(toDir, Vector3.up);
return true;
}
//判断 是 加 还是减。
int dir = 1;
if (isNeedFast)
{
dir = tempCross.y >= 0 ? 1 : -1;
}
//---------------
float angleDelay = dir * angleSpeed * timeDelay;//Time.deltaTime
//判断 旋转的零界点。
if (angle1 < angle2 && (angle1 + angleDelay) >= angle2)
{
resultRotate = Quaternion.LookRotation(toDir, Vector3.up);
return true;
}
else if (angle2 < angle1 && (angle1 + angleDelay) <= angle2)
{
resultRotate = Quaternion.LookRotation(toDir, Vector3.up);
return true;
}
//--旋转 角度---
resultRotate = Quaternion.AngleAxis(angle1 + angleDelay, Vector3.up);
return isArrive;
}
/// <summary>
/// 旋转 到方向 2 (通过 速度)。
/// </summary>
public static bool RotateToDirByAngleSpeed2(float timeDelay, Quaternion fromDir, Quaternion toDir, float angleSpeed, out Quaternion resultRotate)
{
//旋转。
float angleCount = Vector3.Angle(fromDir * Vector3.forward, toDir * Vector3.forward);
if (angleCount > 0)
{
float lerp = timeDelay * angleSpeed / angleCount;
resultRotate = Quaternion.Lerp(fromDir, toDir, lerp);
if (lerp >= 1) return true;
else return false;
}
else
{
resultRotate = toDir ;
return true;
}
}
/// <summary>
/// 旋转 到方向 3 (通过 速度)。
/// </summary>
public static bool RotateToDirByAngleSpeed3(float timeDelay, Quaternion fromDir, Quaternion toDir, float angleSpeed, out Quaternion resultRotate)
{
resultRotate = Quaternion.RotateTowards(fromDir, toDir, angleSpeed * timeDelay);
if (resultRotate == toDir) return true;
else return false;
}
#反编译后的代码(和上面写的有点不一样)