local CSGameObject = ref.gameobject
local CSVector3 = ref.vector3
local CSTime = ref.time
local CSMathf = ref.mathf
if self.isInit == nil then
self.isInit = false
end
local a = 300 -- 半长轴
local b = 500 -- 半短轴
local h = 0 -- 让椭圆运动的倾斜变量
self.angles = self.angles or {}
local itemCount = 5
local default = 360 / itemCount
if not self.isInit then
for i=1,itemCount do
self.angles[i] = (i - 1) * default
end
self.isInit = true
log.error("打印", CSMathf.Sin(0 * CSMathf.Deg2Rad) ,CSMathf.Sin(360* CSMathf.Deg2Rad), CSMathf.Cos(0* CSMathf.Deg2Rad), CSMathf.Cos(360* CSMathf.Deg2Rad))
for i=1,itemCount do
local pos = CSVector3
(
b * CSMathf.Sin(self.angles[i] * CSMathf.Deg2Rad),
h * CSMathf.Cos(self.angles[i] * CSMathf.Deg2Rad),
a * CSMathf.Cos(self.angles[i] * CSMathf.Deg2Rad))
self["m"..i].transform.localPosition = pos
end
end
if self.isInit then
local add = CSTime.deltaTime * 10
for i=1,itemCount do
self.angles[i] = self.angles[i] + add
local pos = CSVector3(b*CSMathf.Sin(self.angles[i] * CSMathf.Deg2Rad), h * CSMathf.Cos(self.angles[i] * CSMathf.Deg2Rad), a * CSMathf.Cos(self.angles[i] * CSMathf.Deg2Rad))
self["m"..i].transform.localPosition = pos
end
end
Unity跟随旋转
最新推荐文章于 2024-06-24 12:15:53 发布