返回其 Tan 为 y/x
的角度(以弧度为单位)。
返回值是 X 轴与 2D 向量(从零开始,在 (x,y) 处终止)之间的
角度。
**注意:**此函数会考虑 x 为零的情况并返回
正确角度,而不是抛出被零除异常。
// Usually you use transform.LookAt for this. // But this can give you more control over the angle
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { public Transform target;
void Update() { Vector3 relative = transform.InverseTransformPoint(target.position); float angle = Mathf.Atan2(relative.x, relative.z) * Mathf.Rad2Deg; transform.Rotate(0, angle, 0); } }
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