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 (4, 0, 0); Venus.position = new Vector3 (6, 0, 0); Earth.position = new Vector3 (8, 0, 0); Moon.position = new Vector3 (10, 0, 0); Mars.position = new Vector3 (12, 0, 0); Jupiter.position = new Vector3 (16, 0, 0); Saturn.position = new Vector3 (20, 0, 0); Uranus.position = new Vector3 (24, 0, 0); Neptune.position = new Vector3 (28, 0, 0); Pluto.position = new Vector3 (32, 0, 0); }
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 (0, 9, 2); Vector3 a2 = new Vector3 (0, 257, 135); Vector3 a3 = new Vector3 (0, 45, 339); Vector3 a4 = new Vector3 (0, 4, 9); Vector3 a5 = new Vector3 (0, 8, 19); Vector3 a6 = new Vector3 (0, 11, 9); Vector3 a7 = new Vector3 (0, 6, 137); Vector3 a8 = new Vector3 (0, 3, 13); Vector3 a9 = new Vector3 (0, 13, 122); Mercury.RotateAround (Sun.position, a1, 20*Time.deltaTime); Mercury.Rotate (Vector3.up*50*Time.deltaTime); Venus.RotateAround (Sun.position, a2, 10*Time.deltaTime); Venus.Rotate (Vector3.up*30*Time.deltaTime); Earth.RotateAround (Sun.position, a3, 10*Time.deltaTime); Earth.Rotate (Vector3.up*30*Time.deltaTime); Moon.transform.RotateAround (Earth.position, Vector3.up, 359 * Time.deltaTime); Mars.RotateAround (Sun.position, a4, 8*Time.deltaTime); Mars.Rotate (Vector3.up*30*Time.deltaTime); Jupiter.RotateAround (Sun.position, a5, 7*Time.deltaTime); Jupiter.Rotate (Vector3.up*30*Time.deltaTime); Saturn.RotateAround (Sun.position, a6, 6*Time.deltaTime); Saturn.Rotate (Vector3.up*30*Time.deltaTime); Uranus.RotateAround (Sun.position, a7, 5*Time.deltaTime); Uranus.Rotate (Vector3.up*30*Time.deltaTime); Neptune.RotateAround (Sun.position, a8, 4*Time.deltaTime); Neptune.Rotate (Vector3.up*30*Time.deltaTime); Pluto.RotateAround (Sun.position, a9, 3*Time.deltaTime); Pluto.Rotate (Vector3.up*30*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 (60); director.currentSceneController = this; director.currentSceneController.LoadResources (); } public void LoadResources() { GameObject sunset = Instantiate( Resources.Load ("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: