1,mathf.repeat
startPosition = transform.position;
float newPosition = Mathf.Repeat(Time.time * scrollSpeed, tileSizeZ);
transform.position = startPosition + Vector3.forward * newPosition;//滚动背景
2,Mathf.Clamp
GetComponent<Rigidbody>().position = new Vector3
(
Mathf.Clamp(GetComponent<Rigidbody>().position.x, boundary.xMin, boundary.xMax),
0.0f,
Mathf.Clamp(GetComponent<Rigidbody>().position.z, boundary.zMin, boundary.zMax)//限定变量范围
);
3,GetComponent<Rigidbody>().velocity/angularVelocity/rotation
float newManeuver = Mathf.MoveTowards (GetComponent<Rigidbody>().velocity.x, targetManeuver, smoothing * Time.deltaTime);
GetComponent<Rigidbody>().velocity = new Vector3 (newManeuver, 0.0f,