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Unity-移动旋转

move

CharacterController:

Rigidbody:AddForce,MovePosition

Translate: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();

}

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

更多unity2018的功能介绍请到paws3d爪爪学院查找。

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