//初始调用
private void Start()
{
float anjle_0 = 0;//角度
float dis = 25;//距离
Vector3 point = t1.localPosition; //初始点向上加
point.y += 5;
for (int i = 0; i < 3; i++)
{
anjle_0 += 10; dis -= 10;
CreateCubeAngle30(anjle_0, dis,point);
}
}
public Transform prefab; //预设物
private Vector3 centerPos; //你围绕那个中心点
private float angle = 0; //偏移角度
void CreateCubeAngle30(float ang, float dic,Vector3 point)
{
centerPos = t1.localPosition;
for (angle = 0; angle < 360; angle += ang)
{
float x = centerPos.x + dic * Mathf.Cos(angle * 3.14f / 180f);
float y = centerPos.y + dic * Mathf.Sin(angle * 3.14f / 180f);
var floor = Instantiate(prefab);
//floor.SetParent(meteorite_ball.parent, true);
floor.localPosition = new Vector3(x, centerPos.z, y);
float ran = UnityEngine.Random.Range(2f, 4f);
floor.localScale = new Vector3(2, 15, 2);
floor.LookAt(point);
}
}
//运行输出效果图
参考链接:https://blog.csdn.net/a770kfof/article/details/52808442