Unity 旋转人物在设定的角度看向镜头(平滑转动)

Head注释正前方

 实现Unity 3D人物展示 Palyer看向正面

using AUCommunication;
using ChangeParts;
using UnityEngine;
using UnityEngine.EventSystems;

public class DragRound : MonoBehaviour
{
    public Transform obj;
    public float speed = 2f;
    private bool mouseDown;
    private float lastdata;
    private float currentdata;
    UnityChanIk unityChanIk;
    [SerializeField] Vector3 vector3temp;
    public Transform bones;

    [SerializeField]
    float tempSpeeda=0;
    float tempSpeedb=0;
    float tempSpeed1=0;
    float tempSpeed2=0;
    
    private const float RotTime = 3f;
    public float lookAtspeed = 2f;
    [SerializeField]
    private float _rotTime_LF;
    [SerializeField]
    private float _rotTime_LB;
    [SerializeField]
    private float _rotTime_RB;
    [SerializeField]
    private float _rotTime_RF;
    private Vector3 temVertor3;
    private Vector3 temVertor3_temp;
    private float eulerAngles_1;
    private float eulerAngles_2;
    private float eulerAngles_3;
    private float eulerAngles_4;
    private float eulerAngles_5;
    public DragRound(float eulerAngles1, float eulerAngles2, float eulerAngles3, float eulerAngles4, float eulerAngles5)
    {
        eulerAngles_1 = eulerAngles1;
        eulerAngles_2 = eulerAngles2;
        eulerAngles_3 = eulerAngles3;
        eulerAngles_4 = eulerAngles4;
        eulerAngles_5 = eulerAngles5;
    }

    private void Start()
    {
        eulerAngles_1 = 0;
        eulerAngles_2 = 60;
        eulerAngles_3 = 180;
        eulerAngles_4 = 300;
        eulerAngles_5 = 360;
        if(unityChanIk=null)
            unityChanIk = GetComponent<UnityChanIk>();
#if UNITY_EDITOR
        speed = 2f;
#elif UNITY_ANDROID
      speed = 10f;
#elif Unity_IOS
       speed = 10f;
#endif
        if(Input.touchCount>=1)//
            lastdata = Input.GetTouch(0).position.x;
    }
    float tempfMouseX;
    
    
    Transform GetBone()
    {
        Transform temp = null;
        if (bones == null)
            return  null;
        var bonesTemp = bones.GetComponentsInChildren<Transform>();
       
        foreach (var boneT in bonesTemp)
        {
            //Debug.Log(bonet.name);
            if (boneT.name.Equals("Bip001 Head"))//Bip001 Spine2  Bip001 Head
            {
                temp=boneT;
            }
        }

        return temp;
    }

    Vector3 LerpBone(Vector3 localEulerAngles,Vector3 tempLocalEulerAngles, float tempSpeed)
    {
        return Vector3.Lerp(localEulerAngles, tempLocalEulerAngles, tempSpeed+=Time.deltaTime);
    }


    Quaternion EulerTOQuaternion(Vector3 vector)
    {
        return Quaternion.Euler(vector);
    }
    Vector3 QuaternionToEuler(Quaternion quaternion)
    {
        return quaternion.eulerAngles;
    }

    [System.Obsolete]
    private void LateUpdate()
    {
       
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