炮塔的转向

学习自罗培羽的《Unity3D 网络游戏实战》

    public Transform player;
    public Transform npc;
    private float rotSpeed = 30f;

    private void LookAt() {
        // 计算出看向指定方向的四元数
        Vector3 dir = npc.position - player.position;
        Vector3 euler = Quaternion.LookRotation(dir).eulerAngles;

        // 旋转速度
        float tempRotSpeed = rotSpeed * Time.deltaTime;

        // 当前欧拉角与目标欧拉角的偏差,由于获取的欧拉角只会是正数0~360,所有让偏差也处理为0~360度之间以便判断方向
        float anglesDiff = euler.y - player.eulerAngles.y;
        if (anglesDiff < 0)
            anglesDiff += 360;

        if (anglesDiff >=180 && tempRotSpeed <= 360-anglesDiff) {    // 左转
            player.Rotate(0, -tempRotSpeed, 0);
        } else if (anglesDiff <180 && tempRotSpeed <= anglesDiff) {     // 右转
            player.Rotate(0, tempRotSpeed, 0);
        }
    }


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转载自blog.csdn.net/a673544319/article/details/73409962