[转]插值转向
1 //第一种方法 2 //主角的朝向=下一个点坐标减去主角坐标的向量 3 //vDirection = ( ignoreY(player.transform.position) - ignoreY(transform.position) ).normalized; 4 //transform.forward = Vector3.Lerp(transform.forward, vDirection, Time.deltaTime ); 5 6 //第二种方法 7 Quaternion lookRotation = Quaternion.LookRotation(ignoreY(player.transform.position) - transform.position); 8 transform.rotation = Quaternion.Slerp(transform.rotation, lookRotation, fRunSpeed * Time.deltaTime); 9 10 transform.Translate(Vector3.forward * fRunSpeed * Time.deltaTime); 11 //cMonsterCtr.SimpleMove(transform.forward * fRunSpeed); //上面的transform.forward中已经* Time.deltaTime了