背景
開發過程中有時會用到做貝塞爾曲線動畫,單單有DoTween有時候達不到效果,此時可以采用此方案解決。擴展下,可以通過更換控制點,隨機更多曲線動畫。
核心代碼
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using DG.Tweening;
public class TestBezier : MonoBehaviour
{
private float _times=3f;
private float _pointCount = 5f;
public GameObject obj;
public GameObject startObj;
public GameObject controlObj;
public GameObject endObj;
// Update is called once per frame
void Update()
{
if (Input.GetKeyDown(KeyCode.A))
{
DoAnim();
}
}
private void DoAnim()
{
obj.transform.position = startObj.transform.position;
Vector3[] pathvec = Bezier2Path(startObj.transform.position, controlObj.transform.position, endObj.transform.position);
obj.transform.DOPath(pathvec, _times);
}
//獲取二階貝塞爾曲線路徑數組
private Vector3[] Bezier2Path(Vector3 startPos, Vector3 controlPos, Vector3 endPos)
{
Vector3[] path = new Vector3[(int)_pointCount];
for (int i = 1; i <= _pointCount; i++)
{
float t = i / _pointCount;
path[i - 1] = Bezier2(startPos, controlPos, endPos, t);
}
return path;
}
// 2階貝塞爾曲線
public static Vector3 Bezier2(Vector3 startPos, Vector3 controlPos, Vector3 endPos, float t)
{
return (1 - t) * (1 - t) * startPos + 2 * t * (1 - t) * controlPos + t * t * endPos;
}
// 3階貝塞爾曲線
public static Vector3 Bezier3(Vector3 startPos, Vector3 controlPos1, Vector3 controlPos2, Vector3 endPos, float t)
{
float t2 = 1 - t;
return t2 * t2 * t2 * startPos
+ 3 * t * t2 * t2 * controlPos1
+ 3 * t * t * t2 * controlPos2
+ t * t * t * endPos;
}
}
可參考以下鏈接理解貝塞爾曲線和公式:
https://blog.csdn.net/cfan927/article/details/104649623/
https://blog.csdn.net/weixin_42513339/article/details/83019610