两点之间往复运动 仿照itween 的pingpong运动

来源:互联网 发布:淘宝店铺号申请 编辑:程序博客网 时间:2024/04/29 21:06

两点之间往复运动 仿照itween 的pingpong运动

usingUnityEngine;
usingSystem.Collections;

publicclassTest : MonoBehaviour
{
   publicTransform startPoint;
   publicTransform endPoint;
   publicfloat moveSpeed = 3;
   inta = 0;
   voidStart()
    {
        StartCoroutine(Move());
    }
   // 物体在两点之间运动
   IEnumeratorMoveStart()
    {
       while(true)
        {
            transform.position =Vector3.Lerp(transform.position, startPoint.position,Time.deltaTime * moveSpeed);
           if(Vector3.Distance(startPoint.position, transform.position) < 0.1f)
            {
                StopAllCoroutines();
                StartCoroutine(MoveEnd());
            }
           yieldreturn null;
        }

    }
   IEnumeratorMoveEnd()
    {
       while(true)
        {
            transform.position =Vector3.Lerp(transform.position, endPoint.position,Time.deltaTime * moveSpeed);
           if(Vector3.Distance(endPoint.position, transform.position) < 0.1f)
            {
                StopAllCoroutines();
                StartCoroutine(MoveStart());
            }
           yieldreturn null;
        }

    }
   IEnumeratorMove()
    {
       while(true)
        {
            transform.position =Vector3.Lerp(transform.position, endPoint.position,Time.deltaTime * moveSpeed);
           if(Vector3.Distance(endPoint.position, transform.position) < 0.1f)
            {
                StopAllCoroutines();
                StartCoroutine(MoveStart());
            }
           yieldreturn null;
        }
    }

}
------------------------------------------------------------------------------------------
usingUnityEngine;
usingSystem.Collections;
///<summary>
/// 两点匀速乒乓运动
///</summary>
publicclassPinpang2 : MonoBehaviour {
   publicTransform startPoint;
   publicTransform endPoint;
   publicfloat timer = 3f;
   voidStart()
    {
        StartCoroutine(Move());
    }
   // 物体在两点之间运动
   IEnumeratorMoveStart()
    {
       floattime = 0;
       while(true)
        {
            time +=Time.deltaTime;
            transform.position =Vector3.Lerp(endPoint.position, startPoint.position, time / timer);
           if(Vector3.Distance(startPoint.position, transform.position) < 0.01f)
            {
                transform.position = startPoint.position;
                StopAllCoroutines();
                StartCoroutine(MoveEnd());
            }
           yieldreturn null;
        }
    }
   IEnumeratorMoveEnd()
    {
       floattime = 0;
       while(true)
        {
            time +=Time.deltaTime;
            transform.position =Vector3.Lerp(startPoint.position, endPoint.position, time / timer);
           if(Vector3.Distance(endPoint.position, transform.position) < 0.01f)
            {
                transform.position = endPoint.position;
                StopAllCoroutines();
                StartCoroutine(MoveStart());
            }
           yieldreturn null;
        }
    }
  
   IEnumeratorMove()
    {
       floattime = 0;
       while(true)
        {
            time +=Time.deltaTime;
            transform.position =Vector3.Lerp(startPoint.position, endPoint.position, time/timer);
           if(Vector3.Distance(endPoint.position, transform.position) < 0.01f)
            {
                transform.position = endPoint.position;
                StopAllCoroutines();
                StartCoroutine(MoveStart());
            }
           yieldreturn null;
        }
    }
}
------------------------------------------------------------------

四点匀速移动


usingUnityEngine;
usingSystem.Collections;
publicclassSidainPingpang : MonoBehaviour {
   publicTransform startPoint;
   publicTransform secondPoint;
   publicTransform thirdPoint;
   publicTransform endPoint;
   publicfloat timer = 3f;
   voidStart()
    {
        StartCoroutine(Move());
    }
   // 物体在两点之间运动
   IEnumeratorMoveStart()
    {
       floattime = 0;
       while(true)
        {
            time +=Time.deltaTime;
            transform.position =Vector3.Lerp(secondPoint.position, startPoint.position, time / timer);
           if(Vector3.Distance(startPoint.position, transform.position) < 0.01f)
            {
                transform.position = startPoint.position;
                StopAllCoroutines();
                StartCoroutine(MoveEnd());
            }
           yieldreturn null;
        }
    }
   IEnumeratorMoveSecond()
    {
       floattime = 0;
       while(true)
        {
            time +=Time.deltaTime;
            transform.position =Vector3.Lerp(thirdPoint.position, secondPoint.position, time / (timer / 2));
           if(Vector3.Distance(secondPoint.position, transform.position) < 0.01f)
            {
                transform.position = secondPoint.position;
                StopAllCoroutines();
                StartCoroutine(MoveStart());
            }
           yieldreturn null;
        }
    }
   IEnumeratorMoveThird()
    {
       floattime = 0;
       while(true)
        {
            time +=Time.deltaTime;
            transform.position =Vector3.Lerp(endPoint.position, thirdPoint.position, time / timer);
           if(Vector3.Distance(thirdPoint.position, transform.position) < 0.01f)
            {
                transform.position = thirdPoint.position;
                StopAllCoroutines();
                StartCoroutine(MoveSecond());
            }
           yieldreturn null;
        }
    }
   IEnumeratorMoveEnd()
    {
       floattime = 0;
       while(true)
        {
            time +=Time.deltaTime;
            transform.position =Vector3.Lerp(startPoint.position, endPoint.position, time / (timer / 2));
           if(Vector3.Distance(endPoint.position, transform.position) < 0.01f)
            {
                transform.position = endPoint.position;
                StopAllCoroutines();
                StartCoroutine(MoveThird());
            }
           yieldreturn null;
        }
    }
   IEnumeratorMove()
    {
       floattime = 0;
       while(true)
        {
            time +=Time.deltaTime;
            transform.position =Vector3.Lerp(startPoint.position, endPoint.position, time / (timer / 2));
           if(Vector3.Distance(endPoint.position, transform.position) < 0.01f)
            {
                transform.position = endPoint.position;
                StopAllCoroutines();
                StartCoroutine(MoveThird());
            }
           yieldreturn null;
        }
    }
}

原创粉丝点击