transform.rotation * new Vector3 (1, 0, 0) : 该脚本对象局部x轴所代表的全局方向向量
transform.rotation * new Vector3 (0, 1, 0) : 该脚本对象局部y轴所代表的全局方向向量
transform.rotation * new Vector3 (0, 0, 1) : 该脚本对象局部z轴所代表的全局方向向量
using UnityEngine;
public class Vector2Test : MonoBehaviour
{
void Start()
{
// 上下左右,对应坐标系上下左右
print(Vector2.down);
print(Vector2.up);
print(Vector2.left);
print(Vector2.right);
print(Vector2.one);
print(Vector2.zero);
Vector2 a = new Vector2(2, 2);
Vector2 b = new Vector2(3, 4);
Vector2 c = new Vector2(3, 0);
print(a.magnitude);
print(a.sqrMagnitude);
print(b.magnitude);
print(b.sqrMagnitude);
print(a.normalized);
//向量是结构体,是值类型,要整体赋值
transform.position = new Vector3(3, 3, 3);
Vector3 pos = transform.position;
pos.x = 10;
transform.position = pos;
// 两个向量夹角
print(Vector2.Angle(a, b));
print(Vector2.Angle(a, c));
// 返回一个限制在最大长度2的向量
print(Vector2.ClampMagnitude(c, 2));//(2,0)
print(Vector2.Distance(b, c));//4
// a,b向量之间插值
print(Vector2.Lerp(a, b, 0.5f));//(2.5, 3)
print(Vector2.LerpUnclamped(a, b, 0.5f));//(2.5, 3)
print(Vector2.Lerp(a, b, 2f));// (3,4)
// 沿着b的方向,延伸2倍,在x方向b - a=1,在b的基础上加1 * 2倍;在y方向上b-a=2,在b的基础上加2 * 2倍
print(Vector2.LerpUnclamped(a, b, 3f));// (5,8)
// 返回最大长度的向量
print(Vector2.Max(a, b));
print(Vector2.Min(a, b));
}
}