1 rotation (localRotation)
四元数,不会造成万向锁
transform.rotation=Quaternion.Euler(new Vector3(anglex,angley,anglez))
2 eulerAngles(localEulerAngles)
直接欧拉角赋值
transform.eulerAngles=new Vector3(anglex,angley,anglez)
3 Rotate 旋转函数
void Rotate(Vector3 eulerAngles, Space relativeTo = Space.Self);
transform.Rotate(Vector3.right * Time.deltaTime); 绕自身X轴旋转 transform.Rotate(Vector3.up * Time.deltaTime, Space.World); 绕世界Y轴旋转
void Rotate(float xAngle, float yAngle, float zAngle, Space relativeTo = Space.Self);
transform.Rotate(Time.deltaTime, 0, 0);绕自身X轴旋转 transform.Rotate(0, Time.deltaTime, 0, Space.World); 绕世界Y轴旋转
void Rotate(Vector3 axis, float angle, Space relativeTo = Space.Self);按照angle度围绕axis轴旋转变换。
transform.Rotate(Vector3.right, Time.deltaTime);绕自身X轴旋转 transform.Rotate(Vector3.up, Time.deltaTime, Space.World);绕世界Y轴旋转
4 RotateAround 围绕轴旋转
void RotateAround(Vector3 point, Vector3 axis, float angle); 围绕世界坐标的point点的axis旋转该变换angle度。
transform.RotateAround(Vector3.zero, Vector3.up, Time.deltaTime);