实践要求:写一个程序,实现一个完整的太阳系,其他星球围绕太阳的转速必须不一样,并且不再一个法平面内。
法平面是指过空间曲线的切点,且与切线垂直的平面。要求不在一个法平面内,则在保证所有行星以及太阳在一条轴上时,另外两条轴的比例不相同即可。公转速度在RotateAround参数里面设置。如:
这个程序在课堂程序的基础上完成,使用了预制、动态生成对象,在位置上使用Vector3定好行星初始位置,使用RotateAround设置行星公转,使用Rotate设置行星自转。参数大部分参照了太阳系的参数,如行星大小,公转速度等按比例模拟。
显示效果:
制作概述:
1.制作太阳系预制
根据太阳系各行星的大小设置Transform中的Scale
想要给白色的球贴上图的,可以去网上找到太阳系贴图,直接百度搜索就好。
然后导入图片资源,再将对应的图片拖到对应的行星即可。
最后将Sun整个拖入Assets/Resources/Perfabs(这一步是为了后续改进,直接放在Hierarchy里面后面再挂载cs文件就可以直接运行)
到这预制就做好啦~
2.开始编写代码~
使用了课程中的MVC架构
新建一个RoundSun.cs
cs文件:
2.1声明对象
public Transform Sun;
public Transform Mercury;
public Transform Venus;
public Transform Earth;
public Transform Moon;
public Transform Mars;
public Transform Jupiter;
public Transform Saturn;
public Transform Uranus;
public Transform Neptune;
public Transform Pluto;
2.2初始行星位置
void Start () {
Sun.position = Vector3.zero;
Mercury.position = new Vector3 (, , );
Venus.position = new Vector3 (, , );
Earth.position = new Vector3 (, , );
Moon.position = new Vector3 (, , );
Mars.position = new Vector3 (, , );
Jupiter.position = new Vector3 (, , );
Saturn.position = new Vector3 (, , );
Uranus.position = new Vector3 (, , );
Neptune.position = new Vector3 (, , );
Pluto.position = new Vector3 (, , );
}
2.3设置行星公转和自转
手动设置的参数,与真实太阳系有偏差
void Update () {
Vector3 a1 = new Vector3 (, , );
Vector3 a2 = new Vector3 (, , );
Vector3 a3 = new Vector3 (, , );
Vector3 a4 = new Vector3 (, , );
Vector3 a5 = new Vector3 (, , );
Vector3 a6 = new Vector3 (, , );
Vector3 a7 = new Vector3 (, , );
Vector3 a8 = new Vector3 (, , );
Vector3 a9 = new Vector3 (, , );
Mercury.RotateAround (Sun.position, a1, \*Time.deltaTime);
Mercury.Rotate (Vector3.up\*\*Time.deltaTime);
Venus.RotateAround (Sun.position, a2, \*Time.deltaTime);
Venus.Rotate (Vector3.up\*\*Time.deltaTime);
Earth.RotateAround (Sun.position, a3, \*Time.deltaTime);
Earth.Rotate (Vector3.up\*\*Time.deltaTime);
Moon.transform.RotateAround (Earth.position, Vector3.up, \* Time.deltaTime);
Mars.RotateAround (Sun.position, a4, \*Time.deltaTime);
Mars.Rotate (Vector3.up\*\*Time.deltaTime);
Jupiter.RotateAround (Sun.position, a5, \*Time.deltaTime);
Jupiter.Rotate (Vector3.up\*\*Time.deltaTime);
Saturn.RotateAround (Sun.position, a6, \*Time.deltaTime);
Saturn.Rotate (Vector3.up\*\*Time.deltaTime);
Uranus.RotateAround (Sun.position, a7, \*Time.deltaTime);
Uranus.Rotate (Vector3.up\*\*Time.deltaTime);
Neptune.RotateAround (Sun.position, a8, \*Time.deltaTime);
Neptune.Rotate (Vector3.up\*\*Time.deltaTime);
Pluto.RotateAround (Sun.position, a9, \*Time.deltaTime);
Pluto.Rotate (Vector3.up\*\*Time.deltaTime);
}
这时候直接将cs挂载到Sun里,到这里已经可以运行实现啦。
接下来实现预制,动态生成对象吧。直接放代码。
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class FirstController : MonoBehaviour, ISceneController {
void Awake() {
Debug.Log ("load sunt…\n");
SSDirector director = SSDirector.getInstance ();
director.setFPS ();
director.currentSceneController = this;
director.currentSceneController.LoadResources ();
}
public void LoadResources() {
GameObject sunset = Instantiate<GameObject> (
Resources.Load <GameObject> ("Perfabs/Sun"),
Vector3.zero, Quaternion.identity);
sunset.name = "sunset";
Debug.Log ("load sunset...\\n");
}
public void Pause(){
}
public void Resume(){
}
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public interface ISceneController {
void LoadResources();
void Pause();
void Resume();
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SSDirector : System.Object {
private static SSDirector _instance;
public ISceneController currentSceneController { get; set; }
public bool running{ get; set; }
public static SSDirector getInstance() {
if (\_instance == null) {
\_instance = new SSDirector ();
}
return \_instance;
}
public int getFPS() {
return Application.targetFrameRate;
}
public void setFPS(int fps) {
Application.targetFrameRate = fps;
}
}
在确保
在这个文件目录下
将FirstController挂载到主摄像机或者空对象即可运行
大致架构:
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