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.

Unity作为四元数内部储存旋转角度。使用Transform.Rotate来旋转一个物体,使用Transform.eulerAngles设置作为欧拉角的旋转角度。

  • C#

  • JavaScript

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:

  • C#

  • JavaScript

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);;}


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