using UnityEngine; namespace Game { public abstract partial class Util { //返回角度值(-180,180],(1,0,0)为0 //只关注y=0平面的向量 public static float Vec3ToRot(Vector3 vector) { var rot = Quaternion.FromToRotation(vector, Vector3.right); return rot.eulerAngles.y; } public static Vector3 IgnoreY(Vector3 vector) { return new Vector3(vector.x, 0, vector.z); } public static Quaternion Rot2Quaternion(float rot) { return Quaternion.AngleAxis(rot, Vector3.forward); } /// /// 角度转弧度 /// /// /// public static float ToRadian(float rot) { return rot * Mathf.PI / 180f; } /// /// 弧度转角度 /// /// /// public static float ToAngle(float rot) { return rot * 180f / Mathf.PI; } } }