Crea una rotación que gira desde fromDirection
a toDirection
.
Use this to create a rotation which starts at the first Vector (fromDirection) and rotates to the second Vector (toDirection). These Vectors must be set up in a script.
//This example shows how the rotation works between two GameObjects. Attach this to a GameObject. //Make sure to assign the GameObject you would like your GameObject to rotate towards in the Inspector
using UnityEngine;
public class SetFromToRotationExample : MonoBehaviour { //This is the Transform of the second GameObject public Transform m_NextPoint; Quaternion m_MyQuaternion; float m_Speed = 1.0f;
void Start() { m_MyQuaternion = new Quaternion(); }
void Update() { //Set the Quaternion rotation from the GameObject's position to the next GameObject's position m_MyQuaternion.SetFromToRotation(transform.position, m_NextPoint.position); //Move the GameObject towards the second GameObject transform.position = Vector3.Lerp(transform.position, m_NextPoint.position, m_Speed * Time.deltaTime); //Rotate the GameObject towards the second GameObject transform.rotation = m_MyQuaternion * transform.rotation; } }
//In this example your GameObject rotates towards the position of the mouse
using UnityEngine;
public class Example2 : MonoBehaviour { Quaternion m_MyQuaternion; float m_Speed = 1.0f; Vector3 m_MousePosition;
void Start() { m_MyQuaternion = new Quaternion(); }
void Update() { //Fetch the mouse's position m_MousePosition = Input.mousePosition; //Fix how far into the scene the mouse should be m_MousePosition.z = 50.0f; //Transform the mouse position into world space m_MousePosition = Camera.main.ScreenToWorldPoint(m_MousePosition);
//Set the Quaternion rotation from the GameObject's position to the mouse position m_MyQuaternion.SetFromToRotation(transform.position, m_MousePosition); //Move the GameObject towards the mouse position transform.position = Vector3.Lerp(transform.position, m_MousePosition, m_Speed * Time.deltaTime); //Rotate the GameObject towards the mouse position transform.rotation = m_MyQuaternion * transform.rotation; } }