四元数的 Y 分量。除非您完全了解四元数,否则请勿直接修改它。
//Create three Sliders (Create>UI>Slider) and three Text GameObjects (Create>UI>Text). These are for manipulating the x, y, and z values of the Quaternion. The text will act as a label for each Slider, so position them appropriately. //Attach this script to a GameObject. //Click on the GameObject and attach each of the Sliders and Texts to the fields in the Inspector.
//This script shows how the numbers placed into the x, y, and z components of a Quaternion effect the GameObject when the w component is left at 1. //Use the Sliders to see the effects.
using UnityEngine; using UnityEngine.UI;
public class Example : MonoBehaviour { //These are the floats for the x, y, and z components of the quaternion float m_MyX, m_MyY, m_MyZ; //These are the Sliders that set the rotation. Remember to assign these in the Inspector public Slider m_SliderX, m_SliderY, m_SliderZ; //These are the Texts that output the current value of the rotations. Remember to assign these in the Inspector public Text m_TextX, m_TextY, m_TextZ;
// Use this for initialization void Start() { //Initialise the x, y, and z components of the future Quaternion m_MyX = 0; m_MyY = 0; m_MyZ = 0;
//Set all the sliders max values to 1 so the Quaternion values don't go over 1 m_SliderX.maxValue = 1; m_SliderY.maxValue = 1; m_SliderZ.maxValue = 1;
//Set all the sliders min values to -1 so the Quaternion values don't go under 1 m_SliderX.minValue = -1; m_SliderY.minValue = -1; m_SliderZ.minValue = -1; }
//Change the Quaternion values depending on the values of the Sliders private static Quaternion Change(float x, float y, float z) { //Return the new Quaternion return new Quaternion(x, y , z, 1); }
void Update() { //Update the x, y and z values to that of the sliders m_MyX = m_SliderX.value; m_MyY = m_SliderY.value; m_MyZ = m_SliderZ.value; //Output the current values of x, y, and z m_TextX.text = " X : " + m_MyX; m_TextY.text = " Y : " + m_MyY; m_TextZ.text = " Z : " + m_MyZ;
//Rotate the GameObject by the new Quaternion transform.rotation = Change(m_MyX, m_MyY, m_MyZ); } }