public static Quaternion RotateTowards (Quaternion from, Quaternion to, float maxDegreesDelta);


将旋转 fromto 旋转。

from 四元数朝 to 旋转 maxDegreesDelta 的角度步长(但请注意, 该旋转不会过冲)。 如果 maxDegreesDelta 为负值,则向远离 to 的方向旋转,直到旋转 恰好为相反的方向。

using UnityEngine;

public class Example : MonoBehaviour { // The object whose rotation we want to match. Transform target;

// Angular speed in degrees per sec. float speed;

void Update() { // The step size is equal to speed times frame time. var step = speed * Time.deltaTime;

// Rotate our transform a step closer to the target's. transform.rotation = Quaternion.RotateTowards(transform.rotation, target.rotation, step); } }