Unity-移动旋转

move

  • CharacterController:
  • Rigidbody:AddForce,MovePosition
  • Translate:不检测碰撞

rotate

  • Rotation:
  • Rigidbody:MoveRotation

示例

  1. 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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转载自blog.csdn.net/qq_35037137/article/details/88870051