Unity旋转角度范围限制

因为Unity中在做旋转的时候是用四元数或者矩阵,有时候跟Transform组件面板显示的数值不一致,另外我们所有旋转角度常规数值其实是在-360—360度区间,所以我们判断一下,另外对于旋转角度范围予以限制:

public float ClampAngle(float angle, float min, float max)
    {
        if (angle < -360)
        {
            angle += 360;
        }

        if (angle > 360)
        {
            angle -= 360;
        }
        return Mathf.Clamp(angle, min, max);
    }

获取轴向控制物体旋转:

 if (Input.GetKey(KeyCode.UpArrow))
    {
        paoGuanAngleX -= Time.deltaTime * 10F;
    }
    else if (Input.GetKey(KeyCode.DownArrow))
    {
        paoGuanAngleX += Time.deltaTime * 10F;
    }
    paoGuanAngleX = ClampAngle(paoGuanAngleX, minRotX, maxRotX);
    Quaternion quaternion = Quaternion.Euler(paoGuanAngleX, 0, 0);
    paoGuan.transform.localRotation = quaternion;

完整代码:

public paoGuan;                                    //旋转目标
public float minRotX=-20.0f,maxRotX=3.0f;          //限制角度区间范围
private float paoGuanAngleX;

 void Start()
{
    paoGuanAngleX = paoGuan.localEulerAngles.x;   //旋转的是局部坐标
    paoGuanAngleX = -5.0f;                        //物体X轴初始角度
}

void LateUpdate()                                 //这里也可以改获取轴向控制
{
   if (Input.GetKey(KeyCode.UpArrow))
   {
       paoGuanAngleX -= Time.deltaTime * 10F;
   }
   else if (Input.GetKey(KeyCode.DownArrow))
   {
       paoGuanAngleX += Time.deltaTime * 10F;
   }
   paoGuanAngleX = ClampAngle(paoGuanAngleX, minRotX, maxRotX);
   Quaternion quaternion = Quaternion.Euler(paoGuanAngleX, 0, 0);
   paoGuan.transform.localRotation = quaternion;
}

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