
using UnityEngine; using System.Collections; public class MoveCurve : MonoBehaviour { public GameObject t1; //开始位置 public GameObject t2; //结束位置 // Update is called once per frame void Update () { //两者中心点 Vector3 center = (t1.transform .position + t2.transform.position) * 0.5f; center -= new Vector3(0, 1, 0); Vector3 start = t1.transform.position - center; Vector3 end = t2.transform.position - center; //弧形插值 transform.position = Vector3.Slerp(start,end,Time.time); transform.position += center; } }
还有一种方法也可以实现,代码如下
using UnityEngine; using System.Collections; public class ProjectileTest : MonoBehaviour { public GameObject target; //要到达的目标 public float speed = 10; //速度 private float distanceToTarget; //两者之间的距离 private bool move = true; void Start() { //计算两者之间的距离 distanceToTarget = Vector3.Distance(this.transform.position, target.transform.position); StartCoroutine(StartShoot()); } IEnumerator StartShoot() { while (move) { Vector3 targetPos = target.transform.position; //让始终它朝着目标 this.transform.LookAt(targetPos); //计算弧线中的夹角 float angle = Mathf.Min(1, Vector3.Distance(this.transform.position, targetPos) / distanceToTarget) * 45; this.transform.rotation = this.transform.rotation * Quaternion.Euler(Mathf.Clamp(-angle, -42, 42), 0, 0); float currentDist = Vector3.Distance(this.transform.position, target.transform.position); if (currentDist < 0.5f) move = false; this.transform.Translate(Vector3.forward * Mathf.Min(speed * Time.deltaTime, currentDist)); yield return null; } } }