using UnityEngine;
using System.Collections;
public class MoveCurve : MonoBehaviour {
public GameObject t1; //開始位置
public GameObject t2; //結束位置
// Update is called once per frame
void Update () {
//兩者中心點
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;
}
}
還有一種方法也可以實現,代碼如下
using UnityEngine;
using System.Collections;
public class ProjectileTest : MonoBehaviour
{
public GameObject target; //要到達的目標
public float speed = 10; //速度
private float distanceToTarget; //兩者之間的距離
private bool move = true;
void Start()
{
//計算兩者之間的距離
distanceToTarget = Vector3.Distance(this.transform.position, target.transform.position);
StartCoroutine(StartShoot());
}
IEnumerator StartShoot()
{
while (move)
{
Vector3 targetPos = target.transform.position;
//讓始終它朝着目標
this.transform.LookAt(targetPos);
//計算弧線中的夾角
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;
}
}
}