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프로그램/유니티 스크립트 소스

[유니티 스크립트 소스] 목표 위치값까지 Rigidbody를 이용하여 포물선 궤적으로 오브젝트 날리기

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using UnityEngine;

[RequireComponent(typeof(Rigidbody))]
public class Parabola : MonoBehaviour
{
    public Transform m_Target;
    public float m_InitialAngle = 30f; // 처음 날라가는 각도
    private Rigidbody m_Rigidbody;

    void Start()
    {
        m_Rigidbody = GetComponent<Rigidbody>();
    }

    void Update()
    {
        if (Input.GetKeyDown(KeyCode.Space))
        {
            Vector3 velocity = GetVelocity(transform.position, m_Target.position, m_InitialAngle);
            m_Rigidbody.velocity = velocity;
        }
    }

    public Vector3 GetVelocity(Vector3 player, Vector3 target, float initialAngle)
    {
        float gravity = Physics.gravity.magnitude;
        float angle = initialAngle * Mathf.Deg2Rad;

        Vector3 planarTarget = new Vector3(target.x, 0, target.z);
        Vector3 planarPosition = new Vector3(player.x, 0, player.z);

        float distance = Vector3.Distance(planarTarget, planarPosition);
        float yOffset = player.y - target.y;

        float initialVelocity
            = (1 / Mathf.Cos(angle)) * Mathf.Sqrt((0.5f * gravity * Mathf.Pow(distance, 2)) / (distance * Mathf.Tan(angle) + yOffset));

        Vector3 velocity
            = new Vector3(0f, initialVelocity * Mathf.Sin(angle), initialVelocity * Mathf.Cos(angle));

        float angleBetweenObjects
            = Vector3.Angle(Vector3.forward, planarTarget - planarPosition) * (target.x > player.x ? 1 : -1);
        Vector3 finalVelocity
            = Quaternion.AngleAxis(angleBetweenObjects, Vector3.up) * velocity;

        return finalVelocity;
    }
}
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