在unity中实现物体移动的方法有很多种,本文将介绍7种不同的实现方法,可自行参考效果
1. Set Position 方法public Transform targetTansform; In Update/FixedUpdate: this.transform.position = targetTansform.position;2. Vector3.Lerp() 方法
public Transform targetTansform; public float lerpSpeed = 5f; In Update/FixedUpdate: this.transform.position = Vector3.Lerp(this.transform.position,targetTansform.position, lerpSpeed * Time.fixedDeltaTime);3. Vector3.MoveTowards() 方法
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() 结合 Vector3.Lerp() 方法
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. Vector3.SmoothDamp() 方法
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. AddForce() 方法
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.GetComponent7. transform.Translate() 方法().AddForce(force);
public Transform targetTansform; In Update/FixedUpdate: Vector3 moveDirection = targetTansform.position - transform.position; transform.Translate(moveDirection,Space.World);效果对比: 完整代码:
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().AddForce(force);
break;
case FollowType.Translate:
Vector3 moveDirection = targetTansform.position - transform.position;
transform.Translate(moveDirection,Space.World);
break;
}
}
}



