Transform有关旋转个属性和方法测试
一,属性
1,var eulerAngles : Vector3
public float yRotation = 5.0F;
void Update() {
yRotation += Input.GetAxis("Horizontal");
transform.eulerAngles = new Vector3(10, yRotation, 0);
}
效果:与Quaternion.enlerAngles基本相同,用来设定物体的旋转角度,但不要分别设置xyz,要整体赋值。
2,var rotation : Quaternion
public float smooth = 2.0F;
public float tiltAngle = 30.0F;
void Update() {
float tiltAroundZ = Input.GetAxis("Horizontal") * tiltAngle;
float tiltAroundX = Input.GetAxis("Vertical") * tiltAngle;