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<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
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