Version: 2017.3
언어: 한국어

# Vector3.RotateTowards

매뉴얼로 전환
public static Vector3 RotateTowards (Vector3 current, Vector3 target, float maxRadiansDelta, float maxMagnitudeDelta);

## 파라미터

 current The vector being managed. target The vector. maxRadiansDelta The distance between the two vectors in radians. maxMagnitudeDelta The length of the radian.

## 반환

Vector3 The location that RotateTowards generates.

## 설명

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.

```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);
}
}
```