【Unity】旋转木马

对三角函数进行实际操作,需要对木马移动进行平滑插值 木马起伏采用的Cos函数的周期实现

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class MerryGoRound : MonoBehaviour
{
    public Transform node;

    public float rudis;

    public float viry;

    private Transform[] horseNodes;

    private float[] owenRotateCyc;

    private float rotateGap;

    void Awake() {
        Application.targetFrameRate = 60;    
    }

    // Start is called before the first frame update
    void Start()
    {
        horseNodes = new Transform[node.childCount];
        owenRotateCyc = new float[node.childCount];
        rotateGap = 360 / horseNodes.Length;
        nextMoveYs = new float[owenRotateCyc.Length];
        lastYs = new float[owenRotateCyc.Length];
        for (int i = 0; i < node.childCount; i++)
        {
            var zhuzi = node.GetChild(i);
            horseNodes[i] = zhuzi.GetChild(0);

            owenRotateCyc[i] = (180 * i - 1) % 360 + 1;
            float rad = Mathf.Deg2Rad * rotateGap * i;
            var pos = new Vector3(rudis * Mathf.Cos(rad), 0, rudis * Mathf.Sin(rad));
            zhuzi.localPosition = new (pos.x, 0, pos.z);
            zhuzi.localRotation = Quaternion.Euler(0, - rotateGap * i + 90, 0);
            
            horseNodes[i].localPosition = new (0, Mathf.Cos(Mathf.Deg2Rad * owenRotateCyc[i]) * viry, 0);
            nextMoveYs[i] = horseNodes[i].localPosition.y;
        }

        lerpRate = lerpRate / cycTime;
    }

    float timer = 0.21f;
    float[] nextMoveYs;
    float[] lastYs;
    float lerpTimer;

    float cycTime = 0.21f;
    float lerpRate = 1f;
    // Update is called once per frame
    void Update()
    {
        if(timer >= cycTime)
        {
            timer = 0;
            for (int i = 0; i < owenRotateCyc.Length; i++)
            {

                owenRotateCyc[i] = (owenRotateCyc[i] + 5 - 1) % 360 + 1;
                var pos = horseNodes[i].localPosition;
                pos.y = nextMoveYs[i];
                horseNodes[i].localPosition = pos;
                lastYs[i] = pos.y;
                nextMoveYs[i] = Mathf.Cos(Mathf.Deg2Rad * owenRotateCyc[i]) * viry;
            }
            lerpTimer = 0f;
        }

        lerpTimer += Time.deltaTime * lerpRate;
        node.Rotate(node.up, Time.deltaTime * lerpRate, Space.World);

        for (int i = 0; i < owenRotateCyc.Length; i++)
        {
            float y = Mathf.Lerp(lastYs[i], nextMoveYs[i], lerpTimer);
            var pos = horseNodes[i].localPosition;
            pos.y = y;
            horseNodes[i].localPosition = pos;
        }
        
        timer += Time.deltaTime;
    }
}

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posted @ 2023-04-22 12:35  有间猫  阅读(38)  评论(0编辑  收藏  举报