void Update()
{
float angle = Mathf.MoveTowardsAngle(transform.eulerAngles.y, target, speed * Time.deltaTime);
transform.eulerAngles = new Vector3(0, angle, 0);
}
private void Update()
{
transform.rotation = Quaternion.Lerp(A.rotation, B.rotation, Time.time * speed);
}
private void Update()
{
C.rotation = Quaternion.RotateTowards(A.rotation, B.rotation, Time.time * speed - 40f);
}
- SLerp
- Quternion.AngleAxis
- Quternion.LookRation
- Transform.LookAt
- 加扭矩力
- RigidBody.MoveRotation
- Transform.Rotate
- Transform.RotateRound
- Quaternion.Inverse
- Quaternion.Dot(结果为1相同,-1多转了360度)
B.rotation *= A.rotation;