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  • 【Unity3D】实现云循环漂浮效果

    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    
    /// <summary>
    /// 
    /// CloudFlow说明
    ///
    /// 1.该脚本挂在Cloud Object上;
    /// 2.将背景挂在Inspecter中到“_背景”中;
    /// 3.“_从左到右”值,勾选左到右,不勾选右到左;
    /// 4.“_速度”改变云漂浮速度
    /// 5.“_离开画面距离”,决定云离开画面多远开始从另一边循环
    /// 6.“_上下浮动效果”勾选开启浮动效果,默认不开启;
    /// 
    /// </summary>
    
    public class CloudFlow : MonoBehaviour
    {
        public bool _从左到右 = true;
        public float _速度 = 2;
        public float _离开画面程度 = 5;
        public BoxCollider2D _背景;
        public bool _上下浮动效果 = false;
        public float _上下浮动幅度 = 5;
        public float _上下浮动速度 = 5;
    
        private float x_开始位置, x_结束位置;
        private float _正向系数 = 1;
        private float y_中心位置;
        private static float radian_0_1 = 0;
    
        void Start()
        {
            PosInitialize();
        }
    
        void Update()
        {
            Flow();
            if (_上下浮动效果)
            {
                VerticalFlow(); 
            }
            if (isArriveMargin())
            {
                ChangePos();
            }
        }
        //上下浮动方法
        public void VerticalFlow()
        {
            radian_0_1 += _上下浮动速度*0.001f;
            float dy = Mathf.Cos(radian_0_1) * 0.1f * _上下浮动幅度;
            transform.position = new Vector3(transform.position.x, y_中心位置 + dy, transform.position.z);
        }
        //参数初始化方法
        public void PosInitialize()
        {
            if (_从左到右)
            {
                _正向系数 = 1;
                x_结束位置 = _背景.bounds.max.x + _离开画面程度+2;
                x_开始位置 = _背景.bounds.min.x - _离开画面程度-2;
            }
            else
            {
                _正向系数 = -1;
                x_开始位置 = _背景.bounds.max.x + _离开画面程度+2;
                x_结束位置 = _背景.bounds.min.x - _离开画面程度-2;
            }
            y_中心位置 = transform.position.y;
        }
        //横向漂动方法
        public void Flow()
        {
            this.transform.position += new Vector3(_正向系数 * _速度 * 0.01f, 0, 0);
        }
        //判断是否该归位方法
        public bool isArriveMargin()
        {
            return (_从左到右 && transform.position.x > x_结束位置) || (!_从左到右 && transform.position.x < x_结束位置);
        }
        //循环归位方法
        public void ChangePos()
        {
            transform.position = new Vector3(x_开始位置, transform.position.y, transform.position.z);
        }
    
    
    }
    
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  • 原文地址:https://www.cnblogs.com/garychen97/p/14371518.html
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