学到了四元数,试着根据原理写了个匀速旋转:
Quaternion target = Quaternion.AngleAxis(160, Vector3.up);
float speed = 20f;
private void Update()
{
//插值
transform.rotation = Quaternion.Slerp(transform.rotation,
target,
Time.deltaTime * speed / Quaternion.Angle(transform.rotation, target));
}