ParabolaPath.cs 2.2 KB

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  1. #if !COMBAT_SERVER
  2. using UnityEngine;
  3. #endif
  4. public class ParabolaPath
  5. {
  6. public Vector2 startPos;
  7. public Vector2 targetPos;
  8. private Vector2 posOff;
  9. private float gravity = (float)(-19);
  10. public float addH;
  11. public ParabolaPath()
  12. {
  13. }
  14. public ParabolaPath(Vector2 startPos, Vector2 targetPos)
  15. {
  16. SetPos(startPos, targetPos);
  17. }
  18. // public void SetPos(Vector2 startPos, Vector2 targetPos)
  19. // {
  20. // SetPos(new Vector2(startPos), new Vector2(targetPos));
  21. // }
  22. public void SetPos(Vector3 startPos, Vector3 targetPos)
  23. {
  24. SetPos(startPos, targetPos);
  25. }
  26. public void SetPos(Vector2 startPos, Vector2 targetPos)
  27. {
  28. this.startPos = startPos;
  29. this.targetPos = targetPos;
  30. posOff = this.targetPos - this.startPos;
  31. }
  32. public Vector2 GetPos(float t)
  33. {
  34. t = Mathf.Clamp(t,0,1);
  35. float h = posOff.y + posOff.magnitude / 2 + addH;
  36. float v0;
  37. float angle;
  38. float time;
  39. CalculatePathWithHeight(posOff, h, out v0, out angle, out time);
  40. return CalculatePath(v0, angle, time, t);
  41. }
  42. private Vector2 CalculatePath(float v0, float angle, float step, float t)
  43. {
  44. float v = step * t;
  45. float x = v0 * v * Mathf.Cos(angle);
  46. float y = v0 * v * Mathf.Sin(angle) - 0.5f * -gravity * Mathf.Pow(v, (float)2);
  47. return new Vector2(x, y) + startPos;
  48. }
  49. private float QuadraticEquation(float a, float b, float c, float sign)
  50. {
  51. float v = b * b - 4 * a * c;
  52. v = Mathf.Max((float)0.01f, v);
  53. return (-b + sign * Mathf.Sqrt(v)) / (2 * a);
  54. }
  55. private void CalculatePathWithHeight(Vector2 targetPos, float h, out float v0, out float angle, out float time)
  56. {
  57. h = Mathf.Max((float)0.01f, h) * 0.5f;
  58. float xt = targetPos.x;
  59. float yt = targetPos.y;
  60. float g = -gravity;
  61. float a = (-0.5f * g);
  62. float c = -yt;
  63. float b = Mathf.Sqrt(2 * g * h);
  64. float tplus = QuadraticEquation(a, b, c, (float)1);
  65. float tmin = QuadraticEquation(a, b, c, (float)(-1));
  66. time = tplus > tmin ? tplus : tmin;
  67. angle = Mathf.Atan(b * time / xt);
  68. v0 = b / Mathf.Sin(angle);
  69. }
  70. }