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;
}
}
}