using UnityEngine;
using System.Collections;
public class Slow_Motion : MonoBehaviour
{
public Transform motionRoot;
public Transform Aim;
int moveIndex = 0;
public float moveSpeed = 3f;
float moveNeedTime = 0;
float timer = 0;
public Transform motionCamera;
void Awake()
{
ReInitData();
}
void Update()
{
if (motionRoot != null && motionRoot.childCount > 0)
{
if (moveIndex <= motionRoot.childCount - 1)
{
timer += Time.deltaTime;
if (timer < moveNeedTime)
{
float progress = timer / moveNeedTime;
if (motionCamera != null)
{
if (moveIndex < motionRoot.childCount - 1)
{
//球形插值和直线插值
//motionCamera.position = Vector3.Slerp(motionWayRoot.GetChild(moveIndex).position, motionWayRoot.GetChild(moveIndex+1).position, progress);
motionCamera.position = Vector3.Lerp(motionRoot.GetChild(moveIndex).position, motionRoot.GetChild(moveIndex + 1).position, progress);
}
else
{
//motionCamera.position = Vector3.Slerp(motionWayRoot.GetChild(moveIndex).position, motionWayRoot.GetChild(moveIndex+1).position, progress);
motionCamera.position = Vector3.Lerp(motionRoot.GetChild(motionRoot.childCount - 1).position, motionRoot.GetChild(0).position, progress);
}
motionCamera.LookAt(Aim);
}
}
else
{
moveIndex++;
ReInitData(moveIndex);
}
}
else
{
ReInitData();
}
}
}
void OnDrawGizmos()
{
if (motionRoot != null && motionRoot.childCount > 0)
{
int c = motionRoot.childCount;
for (int i = 0; i + 1 < c; i++)
{
Debug.DrawLine(motionRoot.GetChild(i).position, motionRoot.GetChild(i + 1).position, Color.green);
}
Debug.DrawLine(motionRoot.GetChild(motionRoot.childCount - 1).position, motionRoot.GetChild(0).position, Color.green);
}
}
void ReInitData(int moveIndex_ = 0)
{
moveIndex = moveIndex_;
timer = 0;
if (motionRoot != null && motionRoot.childCount > 0)
{
if (motionRoot.childCount >= 2)
{
if (moveIndex < motionRoot.childCount - 1)
{
moveNeedTime = Vector3.Distance(motionRoot.GetChild(moveIndex).position, motionRoot.GetChild(moveIndex + 1).position) / moveSpeed;
}
else
{
moveNeedTime = Vector3.Distance(motionRoot.GetChild(motionRoot.childCount - 1).position, motionRoot.GetChild(0).position) / moveSpeed;
}
}
}
}
}
本文详细介绍了一种在Unity中实现慢动作效果的方法,通过使用Transform组件和插值技术,如球形插值(Slerp)和直线插值(Lerp),来平滑地过渡物体位置。文章提供了一个名为Slow_Motion的脚本实例,该脚本能够控制摄像机沿着预设路径缓慢移动,并在每个关键点间进行插值运算,同时保持对目标的注视。

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