//物体的正方向只Z的方向,朝向点击处,够将模型时要调好
using UnityEngine;
using System.Collections;
public class Move : MonoBehaviour {
private Vector3 targetPos;
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
if (Input.GetMouseButtonDown(0))
{
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
RaycastHit hit;
if(Physics.Raycast(ray,out hit,1000.0f)){
targetPos = hit.point;
}
turnForward2(transform, targetPos);
}
//transform.LookAt(targetPos);
transform.position = Vector3.Lerp(transform.position, targetPos, Time.deltaTime);
}
/// <summary>
/// 直接用transform.LookAt(targetPos);当目标点和远点不在一个高度时,会使物体发生倾斜来看想目标点
/// 该方法使物体朝向指向的方向,同时保持物体不倾斜,只绕y轴旋转一定角度
/// </summary>
/// <param name="origin"></param>
/// <param name="target"></param>
void turnForward(Transform origin,Vector3 target) {
//Vector3 forward_dir = target - origin.position;
//Quaternion rotate = Quaternion.FromToRotation(origin.forward, forward_dir);
//float angle = rotate.eulerAngles.y;
//origin.rotation *= rotate;
//将原坐标和目的坐标映射到XOZ平面,从而过滤掉y轴方向的旋转的影响
Vector3 t1 = new Vector3(origin.position.x, 0, origin.position.z);
Vector3 t2 = new Vector3(target.x, 0, target.z);
Vector3 forward_dir = t2-t1;
Quaternion rotate = Quaternion.FromToRotation(origin.forward, forward_dir);
float angle = rotate.eulerAngles.y;
origin.rotation *= rotate;//实现旋转。
}
/// <summary>
/// 只绕y轴旋转
/// </summary>
/// <param name="origin"></param>
/// <param name="target"></param>
void turnForward2(Transform origin, Vector3 target)
{
Vector3 forward_dir = target - origin.position;
Quaternion rotate = Quaternion.FromToRotation(origin.forward, forward_dir);
float angle = rotate.eulerAngles.y;
// origin.rotation *= rotate;
// origin.Rotate(0f, angle, 0f);
origin.Rotate(Vector3.up,angle);
}
}
Unity实现移动物体到鼠标点击位置
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转载自blog.csdn.net/qq_21743659/article/details/132169184
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