山寨小小军团开发笔记 之 Arrow Projectile

时间:2023-03-09 03:41:29
山寨小小军团开发笔记 之  Arrow Projectile

好久没怎么更新博客了,今天抽空来一篇,讨论一下弓箭的轨迹生成。

一、原理

弓箭的轨迹本质就是一个数学问题,使用一个 bezier 曲线公式就可以插值生成。得到轨迹后,做一个lookAt就可以了。

二、Bezier 曲线原理

2015-5-15 :相关原理介绍,我就不重复了

  http://zh.wikipedia.org/wiki/%E8%B2%9D%E8%8C%B2%E6%9B%B2%E7%B7%9A

  http://devres.zoomquiet.io/data/20110728232822/index.html

我这里贴一下应用代码

 public class Bezier
{
public Vector3 p0 = Vector3.zero;
public Vector3 p1 = Vector3.zero;
public Vector3 p2 = Vector3.zero; public Bezier(Vector3 v0, Vector3 v1, Vector3 v2)
{
this.p0 = v0;
this.p1 = v1;
this.p2 = v2;
} public void UpdateTargetPos(Vector3 v2)
{
p2 = v2;
} public Vector3 GetPointAtTime(float t)
{
float x = (1 - t) * (1 - t) * p0.x + 2 * t * (1 - t) * p1.x + t * t * p2.x;
float y = (1 - t) * (1 - t) * p0.y + 2 * t * (1 - t) * p1.y + t * t * p2.y;
float z = (1 - t) * (1 - t) * p0.z + 2 * t * (1 - t) * p1.z + t * t * p2.z;
return new Vector3(x, y, z);
}
}

三、例子分析

搭建一个测试场景,从中心点发射弓箭诡异

  山寨小小军团开发笔记 之  Arrow Projectile

Center上挂载一个脚本  

BezierTest.cs

    public GameObject arrowPrefab;

    public Transform left;

    public Transform right;

    void Test(bool fireRight)
{
Transform end = fireRight ? right : left; ///在中心点生成弓箭
GameObject curArrow = arrowPool.Spawn(transform.position, Quaternion.Euler(Vector3.zero)); ///计算LookTarget的点 与 贝塞尔曲线的第三个控制点
Vector3[] points = Re_LookTarget_MiddlePerpendicularPoint(curArrow.transform, end); ///初始化发射
ArrowControl arrowControl = curArrow.GetComponent<ArrowControl>();
arrowControl.Init(
points[0],
points[1],
end.position,
3.0f,
delegate()
{
arrowPool.Unspawn(curArrow);
});
} Vector3[] Re_LookTarget_MiddlePerpendicularPoint(Transform self, Transform enemy)
{
Vector3 direction = (enemy.position - self.position).normalized; float segment = Vector2.Distance(enemy.position, self.position) / 2.0f; Vector3 lookTarget = (self.position + enemy.position) / 2.0f; Vector3 perpendicular_direction;
if (direction.x > 0)
{
perpendicular_direction = new Vector3(-direction.y, direction.x, 0);
}
else
{
perpendicular_direction = new Vector3(direction.y, -direction.x, 0);
} ///perpendicular line
Vector3 middle_pendicular = lookTarget + perpendicular_direction * segment; return new Vector3[] { lookTarget, middle_pendicular };
} void OnGUI()
{
if (GUI.Button(new Rect(10, 10, 150, 100), "Fire Left")) Test(false);
if (GUI.Button(new Rect(160, 10, 150, 100), "Fire Right")) Test(true);
}

 

预设上挂载的控制脚本

ArrowControl.cs

    float alltimer;

    Util.Bezier bezier = null;

    float timer = 0f;

    Callback recycleFunction;

    Vector3 lookAtTarget;

    //bool defaultRightNeedTurn = false;;

    public void Init(Vector3 lookAtTarget, Vector3 middle, Vector3 end, float alltimer, Callback recycleFunction)
{
this.lookAtTarget = lookAtTarget; this.bezier = new Util.Bezier(transform.position, middle, end); this.alltimer = alltimer; Flip(end.x, transform.position.x); this.recycleFunction = recycleFunction;
} void Flip(float end_X, float self_X)
{
Transform pic = transform.Find("pic"); if (end_X < self_X) {
pic.localScale = new Vector3(-1.0f, 1.0f, 1.0f);
}
else {
pic.localScale = new Vector3( 1.0f, 1.0f, 1.0f);
}
} public void Clear()
{
this.bezier = null; timer = 0f;
} void Update()
{
if (this.bezier != null)
{
timer += Time.deltaTime; float t = timer / alltimer; //Debug.Log("timer" + timer + " t " + t); if (t >= 1.0f) { Clear(); if (recycleFunction != null) recycleFunction(); }
else {
transform.LookAt(lookAtTarget, Vector3.forward); transform.position = bezier.GetPointAtTime(t);
} }
}

  

这里注意,对于LookAt这个行为,我没有很好的数学方法,所以用了U3D的API。

但是这个API 只能保证Z轴始终指向target, 所以图片的旋转预先是这样。

山寨小小军团开发笔记 之  Arrow Projectile

四、结果

山寨小小军团开发笔记 之  Arrow Projectile