vector3 a=(qiu.position-transform.position) 敌人位置-自己位置的向量方向的箭头是朝着敌人的
print(Mathf.Abs(-1));
print(Mathf.Ceil(3.5f));//取最大上限的整数 4
print(Mathf.Floor(3.5f));//取最小上限的整数 3
print(Mathf.Clamp(2,1,10));//范围限制是1-10 默认是2
print(Mathf.Max(5,6,7));//最大
print(Mathf.Min(5, 6, 7));//最小
print(Mathf.PI);
print(Mathf.Round(3.6f));//四舍五入
print(Mathf.RoundToInt(3.6f));//四舍五入
print(Mathf.Sqrt(3));//3的开平方 1.732....
print(Mathf.Pow(2,3));//2的3次方 8
print("**********************");
print(transform.eulerAngles);//欧拉角
print(transform.rotation);//旋转
2.print("旋转"+Quaternion.Angle(qiu.rotation,transform.rotation));//旋转角度(相对)
print("夹角"+Vector3.Angle(qiu.position,transform.position));//两个物体的夹角
3.
float a = Mathf.Repeat(Time.time,2);//循环0--2之间 到2直接跳到0
float a = Mathf.PingPong(Time.time, 2);//循环0--2之间 到了2,在慢慢到0,在慢慢到2
transform.localScale = new Vector3(a,a,a);
//注视旋转
transform.rotation = Quaternion.LookRotation(qiu.position-transform.position,Vector3.up);
//transform.LookAt(qiu); 这个和上面这个效果相同
//跟随球体旋转而旋转 (先写自己旋转,在写球的旋转)
transform.rotation = Quaternion.Slerp(transform.rotation,qiu.rotation,Time.deltaTime*0.1f);
4.点乘
float dis = Vector3.Dot(transform.forward,qiu.position-transform.position);//点乘
5.叉乘
Vector3 a = Vector3.Cross(transform.forward, qiu.position - transform.position);
6.//float jiaodu = Vector3.Angle(transform.forward, qiu.position - transform.position);
//print(jiaodu); //两个物体的夹角