返回一个标准化矢量,它表示世界空间中变换的蓝轴。
以下示例说明如何操作 GameObject 在世界空间中变换的 Z 轴(蓝轴)上的位置。与 Vector3.forward 不同,Transform.forward 在移动 GameObject 的同时,还考虑其旋转。
旋转游戏对象时,表示游戏对象的 Z 轴的蓝色箭头也会改变方向。Transform.forward 沿蓝色箭头所在的轴 (Z) 移动游戏对象。
要在沿 Z 轴移动 GameObject 时忽略旋转,请参阅 Vector3.forward。
using UnityEngine;
public class Example : MonoBehaviour { Rigidbody m_Rigidbody; float m_Speed;
void Start() { //Fetch the Rigidbody component you attach from your GameObject m_Rigidbody = GetComponent<Rigidbody>(); //Set the speed of the GameObject m_Speed = 10.0f; }
void Update() { if (Input.GetKey(KeyCode.UpArrow)) { //Move the Rigidbody forwards constantly at speed you define (the blue arrow axis in Scene view) m_Rigidbody.velocity = transform.forward * m_Speed; }
if (Input.GetKey(KeyCode.DownArrow)) { //Move the Rigidbody backwards constantly at the speed you define (the blue arrow axis in Scene view) m_Rigidbody.velocity = -transform.forward * m_Speed; }
if (Input.GetKey(KeyCode.RightArrow)) { //Rotate the sprite about the Y axis in the positive direction transform.Rotate(new Vector3(0, 1, 0) * Time.deltaTime * m_Speed, Space.World); }
if (Input.GetKey(KeyCode.LeftArrow)) { //Rotate the sprite about the Y axis in the negative direction transform.Rotate(new Vector3(0, -1, 0) * Time.deltaTime * m_Speed, Space.World); } } }
另一个示例:
using UnityEngine;
// Computes the angle between the target transform and this object
public class Example : MonoBehaviour { public float angleBetween = 0.0f; public Transform target;
void Update() { Vector3 targetDir = target.position - transform.position; angleBetween = Vector3.Angle(transform.forward, targetDir); } }