Exemple #1
0
 public void init(bool isRotate, float maxAngle, float minAngle, float speed, RotateAxle axle)
 {
     this.maxAngle   = maxAngle;
     this.minAngle   = minAngle;
     this.roteSpeed  = speed;
     this.rotateAxle = axle;
     this.isRot      = isRotate;
 }
Exemple #2
0
        /// <summary>
        /// 自转
        /// </summary>
        /// <param name="target">需要自转的对象</param>
        /// <param name="RotateSpeed">旋转速度</param>
        /// <param name="MyRotate_Axle">旋转轴</param>
        public static void RotateAroundSelf(Transform selfObj, float RotateSpeed, RotateAxle MyRotate_Axle)
        {
            switch (MyRotate_Axle)
            {
            case RotateAxle.X:
                selfObj.Rotate(new Vector3(1f, 0, 0) * RotateSpeed * Time.deltaTime, Space.Self);
                break;

            case RotateAxle.Y:
                selfObj.Rotate(new Vector3(0, 1f, 0) * RotateSpeed * Time.deltaTime, Space.Self);
                break;

            case RotateAxle.Z:
                selfObj.Rotate(new Vector3(0, 0, 1f) * RotateSpeed * Time.deltaTime, Space.Self);
                break;
            }
        }
Exemple #3
0
        /// <summary>
        /// 绕目标旋转
        /// </summary>
        /// <param name="selfObj">作旋转的对象</param>
        /// <param name="RotateTargetObj">旋转运动目标</param>
        /// <param name="RotateSpeed">旋转速度</param>
        /// <param name="MyRotate_Axle">旋转轴</param>
        public static void RotateAroundTarget_Fixed(Transform selfObj, GameObject RotateTargetObj, float RotateSpeed, RotateAxle MyRotate_Axle)
        {
            switch (MyRotate_Axle)
            {
            case RotateAxle.X:
                selfObj.RotateAround(RotateTargetObj.transform.position, Vector3.right, RotateSpeed * Time.fixedDeltaTime);
                break;

            case RotateAxle.Y:
                selfObj.RotateAround(RotateTargetObj.transform.position, Vector3.up, RotateSpeed * Time.fixedDeltaTime);
                break;

            case RotateAxle.Z:
                selfObj.RotateAround(RotateTargetObj.transform.position, Vector3.forward, RotateSpeed * Time.fixedDeltaTime);
                break;
            }
        }