Rigidbody相关的操作最好放在FixedUpdate中,update中可能会无效果

void Turning()
{

// Create a ray from the mouse cursor on screen in the direction of the camera.
Ray camRay = Camera.main.ScreenPointToRay(Input.mousePosition);

// Create a RaycastHit variable to store information about what was hit by the ray.
RaycastHit floorHit;

// Perform the raycast and if it hits something on the floor layer...
if (Physics.Raycast(camRay, out floorHit, camRayLength, floorMask))
{

// Create a vector from the player to the point on the floor the raycast from the mouse hit.
Vector3 playerToMouse = floorHit.point - transform.position;

// Ensure the vector is entirely along the floor plane.
playerToMouse.y = 0f;

// Create a quaternion (rotation) based on looking down the vector from the player to the mouse.
Quaternion newRotatation = Quaternion.LookRotation(playerToMouse);

// Set the player's rotation to this new rotation.
m_Rigidbody.MoveRotation(newRotatation);

}

转载于:https://www.cnblogs.com/alps/p/6115704.html

  • 0
    点赞
  • 0
    收藏
    觉得还不错? 一键收藏
  • 0
    评论
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值