Il existe de nombreuses façons d'implémenter le mouvement d'objets dans Unity. Cet article présentera 7 méthodes d'implémentation différentes, vous pouvez vous référer à l'effet vous-même
1. Définir la méthode Position
public Transform targetTansform;
In Update/FixedUpdate:
this.transform.position = targetTansform.position;
2. Méthode Vector3.Lerp()
public Transform targetTansform;
public float lerpSpeed = 5f;
In Update/FixedUpdate:
this.transform.position = Vector3.Lerp(this.transform.position,targetTansform.position, lerpSpeed * Time.fixedDeltaTime);
3. Méthode Vector3.MoveTowards()
public Transform targetTansform;
public float moveSpeed = 5f;
In Update/FixedUpdate:
this.transform.position = Vector3.MoveTowards(this.transform.position,targetTansform.position, moveSpeed * Time.fixedDeltaTime);
4. Vector3.MoveTowards() combiné avec la méthode Vector3.Lerp()
public Transform targetTansform;
public float lerpSpeed = 5f;
public float moveSpeed = 5f;
In Update/FixedUpdate:
this.transform.position = Vector3.MoveTowards(this.transform.position,Vector3.Lerp(this.transform.position,targetTansform.position, lerpSpeed * Time.fixedDeltaTime), moveSpeed * Time.fixedDeltaTime);
5. Méthode Vector3.SmoothDamp()
public Transform targetTansform;
public float dampSpeed = 100f;
In Update/FixedUpdate:
this.transform.position = Vector3.SmoothDamp(this.transform.position,targetTansform.position, ref velocity,dampSpeed * Time.fixedDeltaTime);
6. Méthode AddForce()
public Transform targetTansform;
private Vector3 velocity = Vector3.zero;
In Update/FixedUpdate:
Vector3 force = targetTansform.position - transform.position;
force = force.normalized;
force = force * forceSpeed;
this.transform.GetComponent<Rigidbody>().AddForce(force);
7. méthode transform.Translate ()
public Transform targetTansform;
In Update/FixedUpdate:
Vector3 moveDirection = targetTansform.position - transform.position;
transform.Translate(moveDirection,Space.World);
Comparaison d'effet :
Code complet :
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
public enum FollowType
{
SetPosition,
Lerp,
MoveTowards,
MoveTowardsAndLerp,
SmoothDamp,
RigibodyAddForce,
Translate
}
public class AutoFollow : MonoBehaviour
{
public Transform targetTansform;
public FollowType myFollowType;
public float lerpSpeed = 5f;
public float moveSpeed = 5f;
public float dampSpeed = 100f;
private Vector3 velocity = Vector3.zero;
public float forceSpeed = 50;
private void FixedUpdate()
{
switch (myFollowType)
{
case FollowType.SetPosition:
this.transform.position = targetTansform.position;
break;
case FollowType.Lerp:
this.transform.position = Vector3.Lerp(this.transform.position,targetTansform.position, lerpSpeed * Time.fixedDeltaTime);
break;
case FollowType.MoveTowards:
this.transform.position = Vector3.MoveTowards(this.transform.position,targetTansform.position, moveSpeed * Time.fixedDeltaTime);
break;
case FollowType.MoveTowardsAndLerp:
this.transform.position = Vector3.MoveTowards(this.transform.position,Vector3.Lerp(this.transform.position,targetTansform.position, lerpSpeed * Time.fixedDeltaTime), moveSpeed * Time.fixedDeltaTime);
break;
case FollowType.SmoothDamp:
this.transform.position = Vector3.SmoothDamp(this.transform.position,targetTansform.position, ref velocity,dampSpeed * Time.fixedDeltaTime);
break;
case FollowType.RigibodyAddForce:
Vector3 force = targetTansform.position - transform.position;
force = force.normalized;
force = force * forceSpeed;
transform.GetComponent<Rigidbody>().AddForce(force);
break;
case FollowType.Translate:
Vector3 moveDirection = targetTansform.position - transform.position;
transform.Translate(moveDirection,Space.World);
break;
}
}
}