本文實例為大家分享了Unity已知落點和速度自動計算發射角度的具體代碼,供大家參考,具體內容如下
在發射物已知落點和速度的情況下如果剛體應用重力,不容易算出發射角度,以下為計算過程
/// <summary>
/// 掛載到發射器上即可
/// </summary>
public class Rotate : MonoBehaviour
{
public GameObject prefab; //發射物
public float speed; //發射物速度
public bool 拋射 = false; //拋射:仰角 > 45°,否:仰角 < 45°
Ray RayMouse;
Vector3 direction;
Quaternion rotation;
void Update()
{
if (Input.GetMouseButtonDown(0))
{
GameObject go = Instantiate(prefab, transform.position, transform.rotation);
go.AddComponent<Rigidbody>().velocity = go.transform.forward * speed;
}
RaycastHit hit;
RayMouse = Camera.main.ScreenPointToRay(Input.mousePosition);
if (Physics.Raycast(RayMouse.origin, RayMouse.direction, out hit, Mathf.Infinity))
{
RotateToMouseDirection(gameObject, hit.point);
}
}
/// <summary>
/// 執行整體旋轉
/// </summary>
/// <param name="obj">旋轉的物體(自身)</param>
/// <param name="destination">目標點(鼠標指向)</param>
void RotateToMouseDirection(GameObject obj, Vector3 destination)
{
direction = destination - obj.transform.position;
rotation = Quaternion.LookRotation(direction);
Vector3 finalAngle = rotation.eulerAngles;
float targetAng = Angle(destination);
finalAngle = new Vector3(-targetAng, finalAngle.y, finalAngle.z);//注意正負
obj.transform.localRotation = Quaternion.Euler(finalAngle);
}
/// <summary>
/// 自動計算x歐拉角,即仰角
/// </summary>
/// <param name="target">目標點坐標</param>
/// <returns></returns>
float Angle(Vector3 target)
{
float angleX;
float distX = Vector2.Distance(new Vector2(target.x, target.z), new Vector2(transform.position.x, transform.position.z));
float distY = target.y - transform.position.y;
float posBase = (Physics.gravity.y * Mathf.Pow(distX, 2.0f)) / (2.0f * Mathf.Pow(speed, 2.0f));
float posX = distX / posBase;
float posY = (Mathf.Pow(posX, 2.0f) / 4.0f) - ((posBase - distY) / posBase);
if (posY >= 0.0f)
{
if (拋射) //字段
angleX = Mathf.Rad2Deg * Mathf.Atan(-posX / 2.0f + Mathf.Pow(posY, 0.5f));
else
angleX = Mathf.Rad2Deg * Mathf.Atan(-posX / 2.0f - Mathf.Pow(posY, 0.5f));
}
else
{
angleX = 45.0f;
}
return angleX;
}
}
實際效果

拋射效果

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