[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

 

posted @ 2015-07-16 11:55  MATU  阅读(324)  评论(0)    收藏  举报