Quaternion turntodirection(Vector3 targetpt, Vector3 originalPt)
{
float y = targetpt.y - originalPt.y;
float h = targetpt.x - originalPt.x;
float aa = Mathf.Atan2(y, h) * (-180) / 3.1415926f + 90; // 此处注意的是: Mathf.Atan2(y轴坐标值,x轴坐标值); 是自y轴开始的角度(即顺时针方向),如果是Mathf.Atan2(x,y),则是自x轴开始的角度(即逆时针方向)
//===================
float angle = Mathf.Atan2(vDir.x, vDir.y) * Mathf.Rad2Deg;//用这种方式更高效!
//====================
Quaternion angle = Quaternion.Euler(0f, 0f, -aa);
Debug.Log("angle" + aa);
return angle;
//curRole.transform.rotation = angle;
}
====原文引用自http://blog.sina.com.cn/s/blog_6b9bfc6e0102v2rd.html。仅转换成2d版的备份。
Update函数中
Vector2 mousePositionOnScreen = Input.mousePosition; //让场景中的Z=鼠标坐标的Z
Vector2 mousePositionInWorld = Camera.main.ScreenToWorldPoint(mousePositionOnScreen);
s_head.rotation = turntodirection(mousePositionInWorld, s_head.position);