move
CharacterController:
Rigidbody:AddForce,MovePosition
Translate:不检测碰撞
rotate
Rotation:
Rigidbody:MoveRotation
示例
王者荣耀式:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerCtrl : MonoBehaviour
{
public float speedmove = 1;
public float speedrot = 20;
private CharacterController cc;
private float ver;
private float hor;
private Vector3 dir;
private Quaternion qua;
private void Start()
{
cc = GetComponent();
}
private void Update()
{
}
private void FixedUpdate()
{
hor = Input.GetAxis("Horizontal");
ver = Input.GetAxis("Vertical");
dir = new Vector3(hor, 0, ver).normalized;
cc.SimpleMove(dir * speedmove);
//transform.position = Vector3.Lerp(transform.position,transform.position+dir, Time.deltaTime * speedmove);
if (hor != 0 || ver != 0)
{
qua = Quaternion.LookRotation(dir);
transform.rotation = Quaternion.Lerp(transform.rotation, qua, Time.deltaTime * speedrot);
}
}
}
Vector3.Angle(Vector3,Vector3); //向量夹角
Vector3.ClampMagnitude(Vector3, maxLength); //复制一个向量,指定最大长度
//差乘(右手大拇指确定方向)
Vector3.Cross(Vector3,Vector3);
Vector3.Distance(Vector3, Vector3); //距离
Vector3.Dot(Vector3, Vector3); //点乘
Vector3.Project(Vector3, Vector3); //投影
Vector3.Reflect(Vector3, Vector3); //反射向量
Quaternion.Angle(a, b); //夹角
Quaternion.AngleAxis(angle, axis); //绕轴转角度
Quaternion.Dot(a, b);
Quaternion.Euler(euler);
Quaternion.FromToRotation(from, to);
Quaternion.Inverse(a); //反向
Quaternion.LookRotation(v3); //看向
Quaternion.RotateTowards(from, to, angle); //转向
Quaternion.Slerp(a, b, t);
注意:
LookRotation:
看向一个向量,是一个方向
LookAt:
看向一个坐标,一个点
更多unity2018的功能介绍请到paws3d爪爪学院查找。