移动旋转

it2025-09-28  6

简介

简单总结


move

CharacterController:Rigidbody:AddForce,MovePositionTranslate:不检测碰撞

rotate

Rotation:Rigidbody:MoveRotation

示例

王者荣耀式:

using System.Collections; using System.Collections.Generic; using UnityEngine; public class PlayerCtrl : MonoBehaviour { public float speedmove = 1; public float speedrot = 20; private CharacterController cc; private float ver; private float hor; private Vector3 dir; private Quaternion qua; private void Start() { cc = GetComponent<CharacterController>(); } private void Update() { } private void FixedUpdate() { hor = Input.GetAxis("Horizontal"); ver = Input.GetAxis("Vertical"); dir = new Vector3(hor, 0, ver).normalized; cc.SimpleMove(dir * speedmove); //transform.position = Vector3.Lerp(transform.position,transform.position+dir, Time.deltaTime * speedmove); if (hor != 0 || ver != 0) { qua = Quaternion.LookRotation(dir); transform.rotation = Quaternion.Lerp(transform.rotation, qua, Time.deltaTime * speedrot); } } }
Vector3.Angle(Vector3,Vector3); //向量夹角 Vector3.ClampMagnitude(Vector3, maxLength); //复制一个向量,指定最大长度 //差乘(右手大拇指确定方向) Vector3.Cross(Vector3,Vector3); Vector3.Distance(Vector3, Vector3); //距离 Vector3.Dot(Vector3, Vector3); //点乘 Vector3.Project(Vector3, Vector3); //投影 Vector3.Reflect(Vector3, Vector3); //反射向量 Quaternion.Angle(a, b); //夹角 Quaternion.AngleAxis(angle, axis); //绕轴转角度 Quaternion.Dot(a, b); Quaternion.Euler(euler); Quaternion.FromToRotation(from, to); Quaternion.Inverse(a); //反向 Quaternion.LookRotation(v3); //看向 Quaternion.RotateTowards(from, to, angle); //转向 Quaternion.Slerp(a, b, t);

注意:

LookRotation:

看向一个向量,是一个方向

LookAt:

看向一个坐标,一个点

最新回复(0)