实现物体绕不同轴旋转,并可以外部调用的函数
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第一个文件,声明枚举类型,分别为均匀变化和加速变化
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using UnityEngine; using System.Collections; public enum CTRotationType { Uniform, AccelerateUniformly } |
第二个文件:主函数,实现围绕轴变化的两个函数,分别为均匀变化和加速变化
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using UnityEngine; using System.Collections; public class CTRotation : MonoBehaviour { // Use this for initialization void Start () { } // Update is called once per frame void Update () { if (isRotating) { executeRotate(); } } bool isRotating = false ; Quaternion definedRotation = new Quaternion(0, 0, 0,0); Vector3 rotateVector = new Vector3(1,0,0); float rotateVelocity = 0; float accelerateDuration = 0; float leftDuration = 0; float rotateDuration = 0; int rotateAxis = 0; float angleRange = 0; float deltaRotate = 0; //0; // acceleration when it is in the accelerating process. float rotateAcceleration = 0; CTRotationType rotateType; //int RotateType = 0; private void initRotateArgument( float _initAngleRange, int _initRotateAxis, float _initRotateDuration) { rotateAxis = _initRotateAxis; rotateDuration = _initRotateDuration; leftDuration = _initRotateDuration; angleRange = _initAngleRange; rotateType = CTRotationType.Uniform; } public void RotateTo( float _angleRange, int _axis, float _duration) { print( "in the rotateto" ); isRotating = false ; rotateType = CTRotationType.Uniform; //RotateType = 0; initRotateArgument(_angleRange, _axis, _duration); switch (rotateAxis) { case 0: //rotate around X axis { rotateVector = Vector3.right; break ; } case 1: //rotate around Y axis { rotateVector = Vector3.up; break ; } case 2: //rotate around Z axis { rotateVector = Vector3.forward; break ; } default : break ; } deltaRotate = angleRange/rotateDuration; isRotating = true ; } public void RotateTo( float _angleRange, int _axis, float _duration, float _accelerateDuration) { isRotating = false ; rotateType = CTRotationType.AccelerateUniformly; //RotateType = 1; rotateAcceleration = 1/((rotateDuration - accelerateDuration)*accelerateDuration); initRotateArgument(_angleRange, _axis, _duration); switch (rotateAxis) { case 0: //rotate around X axis { rotateVector = Vector3.right; break ; } case 1: //rotate around Y axis { rotateVector = Vector3.up; break ; } case 2: //rotate around Z axis { rotateVector = Vector3.forward; break ; } default : break ; } accelerateDuration = _accelerateDuration; // deltaRotate = angleRange/(_duration - _accelerateDuration*2); isRotating = true ; } void executeRotate() { switch (rotateType) { //case 0://CTMoveType.Uniform: case CTRotationType.Uniform: uniformRotate(); break ; //case 1://CTMoveType.AccelerateUniformly: case CTRotationType.AccelerateUniformly: accelerateRotate(); break ; } leftDuration -= Time.deltaTime; /* if (leftDuration <= 0) { transform.position = targetPosition; isMoving = false; }*/ } private void accelerateRotate() { print(leftDuration); if (leftDuration > (rotateDuration - accelerateDuration)) { rotateVelocity = ( float )((angleRange*(rotateDuration - leftDuration))*rotateAcceleration); // transform.Rotate(rotateVelocity * Time.deltaTime*rotateVector, Space.World); transform.Rotate(rotateVelocity * rotateVector*Time.deltaTime, Space.World); } else if (leftDuration > accelerateDuration) { rotateVelocity = ( float )((angleRange*accelerateDuration)*rotateAcceleration); transform.Rotate(rotateVelocity*rotateVector*Time.deltaTime, Space.World); } else if (leftDuration > 0) { rotateVelocity= ( float )((angleRange*leftDuration)*rotateAcceleration); transform.Rotate(rotateVelocity*rotateVector*Time.deltaTime, Space.World); } else isRotating = false ; } private void uniformRotate() { print(leftDuration); //if(leftDuration) if (leftDuration > 0) { transform.Rotate(rotateVector*deltaRotate*Time.deltaTime, Space.World); //transform.Rotate(rotateVector * Time.deltaTime*deltaRotate, Space.World); } else isRotating = false ; } } |
第三个文件,测试脚本
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using UnityEngine; using System.Collections; public class TestRotationScript : MonoBehaviour { // Use this for initialization void Start () { } // Update is called once per frame void Update () { } void OnGUI () { CTRotation ttscript; CTChangeAlpha colorScript; GameObject testObject = GameObject.Find( "TestCube" ); //Component testObjectScript = testObject.GetComponent("CRotation"); ttscript = (CTRotation)testObject.GetComponent( "CTRotation" ); colorScript = (CTChangeAlpha)testObject.GetComponent( "CTChangeAlpha" ); if (GUI.Button ( new Rect (20,40,80,20), "UniRotate" )) { ttscript.RotateTo(3600f, 2, 2f); } if (GUI.Button( new Rect(20,60,80,20), "AccRotate" )){ ttscript.RotateTo(3600f, 2, 2f, 0.5f); } if (GUI.Button( new Rect(20,80,80,20), "Color" )){ colorScript.ColorTo(2,5.0f); } } } |
其中:第一个和第二脚本赋给目标物体;第三个脚本赋给任何一个物体作为测试物体使用
代码目的是方便外部调用和函数重用;注意isRotating参数的使用
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