unity飞机按照抛物线飞行轨迹代码实现
时间: 2023-09-26 09:06:58 浏览: 435
以下是一个使用Unity实现抛物线飞行轨迹的示例代码:
```csharp
using UnityEngine;
public class ParabolicFlight : MonoBehaviour
{
public float initialSpeed = 10.0f; // 初始速度
public float angle = 45.0f; // 发射角度
public float gravity = 9.81f; // 重力加速度
public int numSegments = 20; // 飞行轨迹分段数
public float segmentLength = 0.1f; // 飞行轨迹分段长度
private Vector3[] segments; // 飞行轨迹分段点
private LineRenderer lineRenderer; // 飞行轨迹渲染器
private void Start()
{
// 初始化飞行轨迹分段点数组
segments = new Vector3[numSegments];
// 获取飞行轨迹渲染器组件
lineRenderer = GetComponent<LineRenderer>();
// 设置飞行轨迹渲染器组件属性
lineRenderer.positionCount = numSegments;
lineRenderer.startWidth = 0.1f;
lineRenderer.endWidth = 0.1f;
// 计算飞行轨迹分段点
CalculateSegments();
}
private void CalculateSegments()
{
// 计算初始速度分量
float initialVelocityX = initialSpeed * Mathf.Cos(angle * Mathf.Deg2Rad);
float initialVelocityY = initialSpeed * Mathf.Sin(angle * Mathf.Deg2Rad);
// 计算最大飞行时间
float maxTime = (2 * initialVelocityY) / gravity;
// 计算每个分段的时间间隔
float timeInterval = maxTime / numSegments;
// 计算每个分段的位置
for (int i = 0; i < numSegments; i++)
{
float t = i * timeInterval;
float x = initialVelocityX * t;
float y = initialVelocityY * t - 0.5f * gravity * t * t;
segments[i] = new Vector3(x, y, 0);
}
// 设置飞行轨迹渲染器组件的分段点
lineRenderer.SetPositions(segments);
}
}
```
这个脚本将在开始时计算飞行轨迹分段点,并使用LineRenderer渲染器绘制轨迹。您可以通过调整initialSpeed、angle、gravity、numSegments和segmentLength属性来控制飞行轨迹的外观和行为。
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