将旋转 from
向 to
旋转。
将 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); } }