因为Unity中在做旋转的时候是用四元数或者矩阵,有时候跟Transform组件面板显示的数值不一致,另外我们所有旋转角度常规数值其实是在-360—360度区间,所以我们判断一下,另外对于旋转角度范围予以限制:
public float ClampAngle(float angle, float min, float max)
{
if (angle < -360)
{
angle += 360;
}
if (angle > 360)
{
angle -= 360;
}
return Mathf.Clamp(angle, min, max);
}
获取轴向控制物体旋转:
if (Input.GetKey(KeyCode.UpArrow))
{
paoGuanAngleX -= Time.deltaTime * 10F;
}
else if (Input.GetKey(KeyCode.DownArrow))
{
paoGuanAngleX += Time.deltaTime * 10F;
}
paoGuanAngleX = ClampAngle(paoGuanAngleX, minRotX, maxRotX);
Quaternion quaternion = Quaternion.Euler(paoGuanAngleX, 0, 0);
paoGuan.transform.localRotation = quaternion;
完整代码:
public paoGuan; //旋转目标
public float minRotX=-20.0f,maxRotX=3.0f; //限制角度区间范围
private float paoGuanAngleX;
void Start()
{
paoGuanAngleX = paoGuan.localEulerAngles.x; //旋转的是局部坐标
paoGuanAngleX = -5.0f; //物体X轴初始角度
}
void LateUpdate() //这里也可以改获取轴向控制
{
if (Input.GetKey(KeyCode.UpArrow))
{
paoGuanAngleX -= Time.deltaTime * 10F;
}
else if (Input.GetKey(KeyCode.DownArrow))
{
paoGuanAngleX += Time.deltaTime * 10F;
}
paoGuanAngleX = ClampAngle(paoGuanAngleX, minRotX, maxRotX);
Quaternion quaternion = Quaternion.Euler(paoGuanAngleX, 0, 0);
paoGuan.transform.localRotation = quaternion;
}