Transform
- childCount
- DetachChildren
- eulerAngles
- Find
- forward
- InverseTransformDirection
- InverseTransformPoint
- IsChildOf
- localEulerAngles
- localPosition
- localRotation
- localScale
- localToWorldMatrix
- LookAt
- lossyScale
- parent
- position
- right
- root
- RotateAround
- Rotate
- rotation
- TransformDirection
- TransformPoint
- Translate
- up
- worldToLocalMatrix
Transform.rotation 旋转角度
var rotation : Quaternion
Description描述
The rotation of the transform in world space stored as a Quaternion.
在世界空间坐标物体变换的旋转角度作为Quaternion储存。
Unity stores rotations as Quaternions internally. To rotate an object, use Transform.Rotate. Use Transform.eulerAngles for setting the rotation as euler angles.
Untiy作为四元数内部储存旋转角度。旋转一个物体,使用Transform.Rotate,使用Transform.eulerAngles为设置作为欧拉角的旋转角度。
using UnityEngine;
using System.Collections;
public class example : MonoBehaviour {
public void Awake() {
transform.rotation = Quaternion.identity;
}
}
// Reset the world rotation
//重设世界的旋转角度
transform.rotation = Quaternion.identity;
另一个例子:
using UnityEngine;
using System.Collections;
public class example : MonoBehaviour {
public float smooth = 2.0F;
public float tiltAngle = 30.0F;
void Update() {
float tiltAroundZ = Input.GetAxis("Horizontal") * tiltAngle;
float tiltAroundX = Input.GetAxis("Vertical") * tiltAngle;
Quaternion target = Quaternion.Euler(tiltAroundX, 0, tiltAroundZ);
transform.rotation = Quaternion.Slerp(transform.rotation, target, Time.deltaTime * smooth);
}
}
// Smoothly tilts a transform towards a target rotation.
//平滑倾斜物体向一个target旋转
var smooth = 2.0;
var tiltAngle = 30.0;
function Update () {
var tiltAroundZ = Input.GetAxis("Horizontal") * tiltAngle;
var tiltAroundX = Input.GetAxis("Vertical") * tiltAngle;
var target = Quaternion.Euler (tiltAroundX, 0, tiltAroundZ);
// Dampen towards the target rotation
//向target旋转阻尼
transform.rotation = Quaternion.Slerp(transform.rotation, target,
Time.deltaTime * smooth);;
}
最后修改:2010年12月18日 Saturday 23:37