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