Пример #1
0
    private void Start()
    {
        // 距离是以平方计算的,那么速度也以平方算
        float speed = projectileModel.movingSpeed * projectileModel.movingSpeed;

        // 两者中间的位置
        Vector3 centerPosition = (transform.position + targetPosition) / 2;

        centerPosition.y += projectileModel.riseHeight;

        // 获得到达目标地点所需的时间
        float needTime = Vector3Util.DistanceXYSqure(transform.position, targetPosition) / speed;

        if (projectileModel.isArcMotion)
        {
            // 进行弧线运动

            // 当前单位指向目标地点
            transform.LookAt(targetPosition);

            // 设置初始角度
            transform.eulerAngles = new Vector3(projectileModel.angle, transform.eulerAngles.y, transform.eulerAngles.z);

            // 获得从当前位置到达中间位置所需时间
            float needMiddleTime = Vector3Util.DistanceXYSqure(transform.position, centerPosition) / speed;

            var dg = transform.DOLocalPath(new Vector3[] { transform.position, centerPosition, targetPosition }, needTime, PathType.CatmullRom, PathMode.Full3D, 10, Color.red);

            // 到达中点时,角度应该为90
            transform.DORotate(new Vector3(90, transform.eulerAngles.y, transform.eulerAngles.z), needMiddleTime).onComplete += () => {
                transform.DORotate(new Vector3(projectileModel.endAngle, transform.eulerAngles.y, transform.eulerAngles.z), needTime - needMiddleTime);
            };

            // 到达目标地点后,销毁当前投射物,并执行伤害
            dg.onComplete += () => {
                Execute();
                Destroy(gameObject);
            };
        }
        else
        {
            // 进行直线运动
            var dg = transform.DOLocalPath(new Vector3[] { transform.position, targetPosition }, needTime, PathType.Linear, PathMode.Full3D, 10, Color.red);

            // 到达目标地点后,销毁当前投射物,并执行伤害
            dg.onComplete += () => {
                Execute();
                Destroy(gameObject);
            };
        }
    }
Пример #2
0
    private void Start()
    {
        // 距离是以平方计算的,那么速度也以平方算
        speed *= speed;

        // 两者中间的位置
        Vector3 centerPosition = (transform.position + targetPosition) / 2;

        centerPosition.y += riseHeight;

        // 获得到达目标地点所需的时间
        float needTime = Vector3Util.DistanceXYSqure(transform.position, targetPosition) / speed;

        if (isArcMotion)
        {
            // 进行弧线运动

            // 当前单位指向目标地点
            transform.LookAt(targetPosition);

            // 设置初始角度
            transform.eulerAngles = new Vector3(angle, transform.eulerAngles.y, transform.eulerAngles.z);

            // 获得从当前位置到达中间位置所需时间
            float needMiddleTime = Vector3Util.DistanceXYSqure(transform.position, centerPosition) / speed;

            transform.DOLocalPath(new Vector3[] { transform.position, centerPosition, targetPosition }, needTime, PathType.CatmullRom, PathMode.Full3D, 10, Color.red);

            // 到达中点时,角度应该为90
            transform.DORotate(new Vector3(90, transform.eulerAngles.y, transform.eulerAngles.z), needMiddleTime).onComplete += () => {
                transform.DORotate(new Vector3(endAngle, transform.eulerAngles.y, transform.eulerAngles.z), needTime - needMiddleTime);
            };
        }
        else
        {
            // 进行直线运动
            transform.DOLocalPath(new Vector3[] { transform.position, targetPosition }, needTime, PathType.Linear, PathMode.Full3D, 10, Color.red);
        }
    }