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Closecurrent | The vector being managed. |
target | The vector. |
maxRadiansDelta | The distance between the two vectors in radians. |
maxMagnitudeDelta | The length of the radian. |
Vector3 The location that RotateTowards generates.
Rotates a vector current
towards target
.
This function is similar to MoveTowards except that the vector is treated as a direction rather
than a position. The current
vector will be rotated round toward the target
direction by an angle
of maxRadiansDelta
, although it will land exactly on the target rather than overshoot. If the magnitudes
of current
and target
are different then the magnitude of the result will be linearly interpolated during
the rotation. If a negative value is used for maxRadiansDelta
, the vector will rotate away from target/
until it is pointing in exactly the opposite direction, then stop.
// The target marker. var target: Transform;
// Angular speed in radians per sec. var speed: float;
function Update () { var targetDir = target.position - transform.position;
// The step size is equal to speed times frame time. var step = speed * Time.deltaTime;
var newDir = Vector3.RotateTowards(transform.forward, targetDir, step, 0.0); Debug.DrawRay(transform.position, newDir, Color.red); // Move our position a step closer to the target. transform.rotation = Quaternion.LookRotation(newDir); }
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { // The target marker. Transform target;
// Angular speed in radians per sec. float speed;
void Update() { Vector3 targetDir = target.position - transform.position;
// The step size is equal to speed times frame time. float step = speed * Time.deltaTime;
Vector3 newDir = Vector3.RotateTowards(transform.forward, targetDir, step, 0.0f); Debug.DrawRay(transform.position, newDir, Color.red);
// Move our position a step closer to the target. transform.rotation = Quaternion.LookRotation(newDir); } }
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