/// <summary> /// 改变Unit的朝向 /// </summary> /// <param name="angle">与X轴正方向的夹角</param> public void Turn(float angle, float turnTime = 0.1f) { Quaternion quaternion = PositionHelper.GetAngleToQuaternion(angle); this.To = quaternion; this.From = this.GetParent <Gamer>().Rotation; this.t = 0; this.TurnTime = turnTime; }
/// <summary> /// 改变Unit的朝向 /// </summary> /// <param name="angle">与X轴正方向的夹角</param> public void TurnAngles(float angle, CancellationToken cancellationToken, float turnTime = 0.1f) { Quaternion quaternion = PositionHelper.GetAngleToQuaternion(angle); this.To = quaternion; this.From = this.GetParent <Unit>().Rotation; this.t = 0; this.TurnTime = turnTime; this.cancellationToken = cancellationToken; }
public void TurnImmediately(float angle) { Quaternion quaternion = PositionHelper.GetAngleToQuaternion(angle); this.GetParent <Unit>().Rotation = quaternion; }