Unity3D 画线插件 Vectrosity 画一个一直循环的正弦函数曲线

直接贴代码

 public Material myMaterisl;
float fx;//曲线最左边的X坐标
float fy;//曲线趋于直线时y轴坐标
float fyMax = 0f;//曲线最高点
float fyContunt = 1f;//曲线于y轴坐标的交点
VectorLine energyLine;
Vector2[] energyLinePoints;
float timer;
float energyLevel = 4f;
void Start()
{
fx = 0f;
fy = 125f; energyLinePoints = new Vector2[100];
energyLine = new VectorLine("Energy", energyLinePoints, myMaterisl, 5f, LineType.Continuous);
fnSetEnergyLinePointsMove();
}
void fnSetEnergyLinePoints()
{
for (int i = 0; i < energyLinePoints.Length; i++)
{
float x = Mathf.Lerp(70f, 470f, (0.0f + i) / energyLinePoints.Length);//设置点X的坐标
energyLinePoints[i].y = fy * (1f + Mathf.Sin(x) * 0.1f * energyLevel);
energyLinePoints[i] = new Vector2(x, energyLinePoints[i].y);//第一次设置点x,y的坐标 }
}
void fnSetEnergyLinePointsMove()
{
for (int i = 0; i < energyLinePoints.Length; i++)
{
float x = Mathf.Lerp(70f, 470f, (i + .0f) / energyLinePoints.Length);//设置点X的坐标
energyLinePoints[i] = new Vector2(x, fy);//第一次设置点x,y的坐标
}
} void Update()
{ } void FixedUpdate()
{
//让曲线向左运动 int i;
for (i = 0; i < energyLinePoints.Length - 1; i++)
{
energyLinePoints[i].y = energyLinePoints[i + 1].y;//让当前点的y值=它右面点的y值,就是曲线向左移动
}
timer += Time.deltaTime * Mathf.Lerp(10.0f, 20.0f, energyLevel);
energyLinePoints[i].y = fy * (1f + Mathf.Sin(timer) * .1f * energyLevel); }
void LateUpdate()
{
energyLine.Draw();
}

把脚本添加到摄像机上

运行效果如图:

Unity3D 画线插件 Vectrosity 画一个一直循环的正弦函数曲线

上一篇:基于VUE,VUX组件开发的网易新闻页面搭建过程


下一篇:K8S Dashborad登陆认证文档