float eulerAnglesX;
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
Vector3 someDirection = new Vector3(1, 0, 0);
Vector3 someVector = new Vector3(180, 0, 0);
Vector3 newVector = Quaternion.AngleAxis(90, Vector3.up) * Quaternion.LookRotation(someDirection) * someVector;
if (eulerAnglesX<= 18000) //通过物体的transform.rotation.eulerAngles.x的变化进行角度的限制
{
transform.Rotate(newVector * Time.deltaTime * 1f, Space.Self);
eulerAnglesX += transform.rotation.eulerAngles.x;
}
}
使用四元数控制物体的X轴进行旋转
最新推荐文章于 2024-05-01 19:26:12 发布