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- using CombatLibrary.CombatLibrary.CombatCore.Utility;
- using Fort23.Core;
- using UnityEngine;
- namespace Core.Utility
- {
- public class Parabola3DPath : CObject
- {
- public Vector3 startPos;
- public Vector3 targetPos;
- public float gravity = 9.8f;
- public Vector3 initialVelocity; // 物体的初始速度
- public float totalFlightTime;
- public float addY;
- public Parabola3DPath()
- {
- }
- public Parabola3DPath(Vector3 startPos, Vector3 targetPos)
- {
- SetPos(startPos, targetPos);
- }
- public void SetPos(Vector3 startPos, Vector3 targetPos)
- {
- this.startPos = startPos;
- this.targetPos = targetPos;
- CalculateInitialVelocity();
- }
- // 计算发射物体的初始速度和飞行时间
- void CalculateInitialVelocity()
- {
- Vector3 startPosition = startPos;
- Vector3 targetPosition = targetPos;
- // 计算目标的水平距离和垂直高度差
- float deltaX = targetPosition.x - startPosition.x;
- float deltaY = targetPosition.y - startPosition.y;
- float deltaZ = targetPosition.z - startPosition.z;
-
- // 计算水平距离(包括 X 和 Z 轴)
- float horizontalDistance = Mathf.Sqrt(deltaX * deltaX + deltaZ * deltaZ);
- // 计算飞行所需的时间
- totalFlightTime = CalculateFlightTime(horizontalDistance+addY, deltaY);
- // 计算发射的初速度
- initialVelocity = CalculateInitialVelocityVector(deltaX, deltaZ, deltaY, totalFlightTime);
- }
- // 计算飞行时间
- float CalculateFlightTime(float horizontalDistance, float deltaY)
- {
- // 使用物理公式来计算飞行时间:竖直分量的运动方程
- // time = sqrt(2 * (deltaY + horizontalDistance * tan(45))) / gravity
- float time = Mathf.Sqrt((2 * (deltaY + horizontalDistance * Mathf.Tan(Mathf.Deg2Rad * 45f))) / gravity);
- return time;
- }
- // 计算初速度向量
- Vector3 CalculateInitialVelocityVector(float deltaX, float deltaZ, float deltaY, float timeToTarget)
- {
- // 计算水平速度分量
- float v_x = deltaX / timeToTarget; // X轴速度
- float v_z = deltaZ / timeToTarget; // Z轴速度
- // 垂直速度
- float v_y = (deltaY + 0.5f * gravity * timeToTarget * timeToTarget) / timeToTarget;
- // 初速度向量
- Vector3 velocity = new Vector3(v_x, v_y, v_z);
- return velocity;
- }
- public Vector3 GetPositionAtTime(float t)
- {
- t = t * totalFlightTime;
- if (t > totalFlightTime)
- {
- t = totalFlightTime;
- }
- // 计算每个轴的位移
- float deltaX = initialVelocity.x * t;
- float deltaY = initialVelocity.y * t - 0.5f * gravity * t * t;
- float deltaZ = initialVelocity.z * t;
- // 返回当前位置
- return new Vector3(startPos.x + deltaX, startPos.y + deltaY, startPos.z + deltaZ);
- }
- public override void ActiveObj()
- {
- }
- public override void DormancyObj()
- {
- }
- }
- }
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