路径控制器

作者: ealton | 来源:发表于2017-11-29 11:17 被阅读12次

    控制一个GameObject随着某一个路径进行移动,这是一个经常需要用到的功能。一个比较常用的实现方式是利用DoTween这样的插件来做到,其他的方式也都大同小异,原理都是通过设置一条路径,然后每一帧都利用这个路径来计算当前需要出现的位置,然后把目标GameObject放到那个位置上。

    那这里我就对这种方式进行一个封装,写一个类来专门做这件事,这样以后每次需要用这个功能的时候就只要一行代码就可以实现。原理很简单,代码也不复杂。

    using UnityEngine;
    using System.Collections.Generic;
    
    
    namespace LDFW.Math
    {
    
        [System.Serializable]
        public class LDFWPath
        {
    
            public AnimationCurve xValueCurve;
            public AnimationCurve yValueCurve;
            public AnimationCurve zValueCurve;
    
            public float totalDistance;
            public bool useSmoothCurve = true;
    
            public LDFWPath()
            {
                Init();
            }
    
            public void Init()
            {
                xValueCurve = new AnimationCurve();
                yValueCurve = new AnimationCurve();
                zValueCurve = new AnimationCurve();
                totalDistance = 0;
            }
    
    
            public void ConstructPath(Vector3[] pathPoints)
            {
                if (pathPoints == null || pathPoints.Length < 2)
                {
                    return;
                }
                Init();
    
                float[] pathDistance = new float[pathPoints.Length];
                totalDistance = 0;
                pathDistance[0] = 0;
                for (int i = 1; i < pathPoints.Length; i++)
                {
                    totalDistance += Vector3.Distance(pathPoints[i], pathPoints[i - 1]);
                    pathDistance[i] = totalDistance;
                }
    
    
                float currentDistance = 0;
                float currentPercentage = 0;
                Vector3 inTangent = Vector3.zero;
                Vector3 outTangent = Vector3.zero;
    
                // Add first point
                if (useSmoothCurve)
                    AddSmoothKeyFrame(pathPoints[0], 0);
                else
                {
                    float deltaPercentage = pathDistance[1] / totalDistance;
                    if (deltaPercentage == 0)
                        AddSmoothKeyFrame(pathPoints[0], 0);
                    else
                        AddTangentKeyFrame(pathPoints[0], 0, Vector3.zero, (pathPoints[1] - pathPoints[0]) / (pathDistance[1] / totalDistance));
                }
    
                // Add rest points
                for (int i = 1; i < pathPoints.Length; i++)
                {
                    currentDistance += Vector3.Distance(pathPoints[i], pathPoints[i - 1]);
                    currentPercentage = currentDistance / totalDistance;
    
                    if (useSmoothCurve)
                    {
                        AddSmoothKeyFrame(pathPoints[i], currentPercentage);
                    }
                    else
                    {
                        if (i == pathPoints.Length - 1)
                        {
                            inTangent = (pathPoints[i] - pathPoints[i - 1]) / ((pathDistance[i] - pathDistance[i - 1]) / totalDistance);
                            outTangent = Vector3.zero;
                        }
                        else
                        {
                            inTangent = (pathPoints[i] - pathPoints[i - 1]) / ((pathDistance[i] - pathDistance[i - 1]) / totalDistance);
                            outTangent = (pathPoints[i + 1] - pathPoints[i]) / ((pathDistance[i + 1] - pathDistance[i]) / totalDistance);
                        }
                        AddTangentKeyFrame(pathPoints[i], currentPercentage, inTangent, outTangent);
                    }
                }
            }
    
            public void ConstructPath(List<Vector3> pointList)
            {
                for (int i = 1; i < pointList.Count; i++)
                {
                    if (pointList[i] == pointList[i - 1])
                    {
                        pointList.RemoveAt(i);
                        i--;
                    }
                }
    
                ConstructPath(pointList.ToArray());
            }
    
    
            public void AddSmoothKeyFrame(Vector3 position, float percentage)
            {
                percentage = Mathf.Clamp(percentage, 0, 1);
    
                int x = xValueCurve.AddKey(percentage, position.x);
                int y = yValueCurve.AddKey(percentage, position.y);
                int z = zValueCurve.AddKey(percentage, position.z);
            }
    
            public void AddTangentKeyFrame(Vector3 position, float percentage, Vector3 inTangent, Vector3 outTangent)
            {
                percentage = Mathf.Clamp(percentage, 0, 1);
    
                int x = xValueCurve.AddKey(new Keyframe(percentage, position.x, inTangent.x, outTangent.x));
                int y = yValueCurve.AddKey(new Keyframe(percentage, position.y, inTangent.y, outTangent.y));
                int z = zValueCurve.AddKey(new Keyframe(percentage, position.z, inTangent.z, outTangent.z));
            }
    
            public Vector3 Evaluate(float percentage)
            {
                return new Vector3(xValueCurve.Evaluate(percentage), yValueCurve.Evaluate(percentage), zValueCurve.Evaluate(percentage));
            }
    
        }
    
    }
    

    相关文章

      网友评论

        本文标题:路径控制器

        本文链接:https://www.haomeiwen.com/subject/cqtubxtx.html