Transform.rotation 旋转角度

var rotation : Quaternion

Description描述

The rotation of the transform in world space stored as a Quaternion.

在世界空间坐标物体变换的旋转角度作为Quaternion储存。

Unity stores rotations as Quaternions internally. To rotate an object, use Transform.Rotate. Use Transform.eulerAngles for setting the rotation as euler angles.

Unity作为四元数内部储存旋转角度。使用Transform.Rotate来旋转一个物体,使用Transform.eulerAngles设置作为欧拉角的旋转角度。

using UnityEngine;

using System.Collections;



public class example : MonoBehaviour {

	public void Awake() {

		transform.rotation = Quaternion.identity;

	}

}
// Reset the world rotation

//重设世界的旋转角度

transform.rotation = Quaternion.identity;

另一个例子:

using UnityEngine;

using System.Collections;



public class example : MonoBehaviour {

	public float smooth = 2.0F;

	public float tiltAngle = 30.0F;

	void Update() {

		float tiltAroundZ = Input.GetAxis("Horizontal") * tiltAngle;

		float tiltAroundX = Input.GetAxis("Vertical") * tiltAngle;

		Quaternion target = Quaternion.Euler(tiltAroundX, 0, tiltAroundZ);

		transform.rotation = Quaternion.Slerp(transform.rotation, target, Time.deltaTime * smooth);

	}

}
// Smoothly tilts a transform towards a target rotation.

//平滑倾斜物体向一个target旋转

var smooth = 2.0;

var tiltAngle = 30.0;

function Update () {

	var tiltAroundZ = Input.GetAxis("Horizontal") * tiltAngle;

	var tiltAroundX = Input.GetAxis("Vertical") * tiltAngle;

	var target = Quaternion.Euler (tiltAroundX, 0, tiltAroundZ);

	// Dampen towards the target rotation

	//向target旋转阻尼

	transform.rotation = Quaternion.Slerp(transform.rotation, target,

	Time.deltaTime * smooth);;

}
Page last updated: 2012-7-21