using UnityEngine;
using System.Collections;
public class parabola : MonoBehaviour {
public float ShotSpeed = 10; // 抛出的速度
private float time; // A-B的时间
public Transform pointA; // 起点
public Transform pointB; // 终点
public float g = -10; // 重力加速度
private Vector3 speed; // 初速度向量
private Vector3 Gravity; // 重力向量
private Vector3 currentAngle;// 当前角度
void Start()
{
// 时间=距离/速度
time = Vector3.Distance(pointA.position, pointB.position)/ShotSpeed;
// 设置起始点位置为A
transform.position = pointA.position;
// 通过一个式子计算初速度
speed = new Vector3((pointB.position.x - pointA.position.x) / time,
(pointB.position.y - pointA.position.y) / time - 0.5f * g * time, (pointB.position.z - pointA.position.z) / time);
// 重力初始速度为0
Gravity = Vector3.zero;
}
private float dTime = 0;
// Update is called once per frame
void FixedUpdate()
{
// v=gt
Gravity.y = g * (dTime += Time.fixedDeltaTime);
//模拟位移
transform.position += (speed + Gravity) * Time.fixedDeltaTime;
// 弧度转度:Mathf.Rad2Deg
currentAngle.x = -Mathf.Atan((speed.y + Gravity.y) / speed.z) * Mathf.Rad2Deg;
// 设置当前角度
transform.eulerAngles = currentAngle;
}
}
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