/// <summary> /// 改变Unit的朝向 /// </summary> public static void Turn(this TurnComponent self, Vector3 target, float turnTime = 0.1f) { Quaternion quaternion = PositionHelper.GetVector3ToQuaternion(self.GetParent <Unit>().Position, target); self.To = quaternion; self.From = self.GetParent <Unit>().Rotation; self.t = 0; self.TurnTime = turnTime; }
/// <summary> /// 改变Unit的朝向 /// </summary> public void Turn(Vector3 target, float turnTime = 0.1f) { Quaternion quaternion = PositionHelper.GetVector3ToQuaternion(this.GetParent <Unit>().Position, target); this.To = quaternion; this.From = this.GetParent <Unit>().Rotation; this.t = 0; this.TurnTime = turnTime; }
public static void TurnImmediately(this TurnComponent self, Vector3 target) { Vector3 nowPos = self.GetParent<Unit>().Position; if (nowPos == target) { return; } Quaternion quaternion = PositionHelper.GetVector3ToQuaternion(self.GetParent<Unit>().Position, target); self.GetParent<Unit>().Rotation = quaternion; }
public void TurnImmediately(Vector3 target) { Vector3 nowPos = this.GetParent <Unit>().Position; if (nowPos == target) { return; } Quaternion quaternion = PositionHelper.GetVector3ToQuaternion(this.GetParent <Unit>().Position, target); this.GetParent <Unit>().Rotation = quaternion; }