print(Mathf.Abs(-1));//绝对值
print(Mathf.Ceil(3.5f));//取最接近上限的整数
print(Mathf.Floor(3.5f));//取最接近下限的整数
print(Mathf.Clamp(2,1,10));//范围限制是1-10 默认 2
print(Mathf.Max(1,2,3,1,4,5,6,8));//最大值8
print(Mathf.Min(1,2,3,1,4,5,6,8));//最小值1
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));//开平方
print(Mathf.Pow(3,4));//次方
print(transform.eulerAngles);//欧拉角
print(transform.rotation);//旋转
print(Quaternion.Angle(qiu.rotation,transform.rotation));//旋转度数
print(Vector3.Angle(qiu.position, transform.position));//两个物体的夹角
float a = Mathf.Repeat(Time.time,2);
float a = Mathf.PingPong(Time.time,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);
//跟随球体旋转而旋转
//transform.rotation = Quaternion.Slerp(transform.rotation, qiu.rotation, Time.deltaTime * 0.1f);