private void RotateAround(Vector3 center, Vector3 axis, float angle)
{
//绕axis轴旋转angle角度
Quaternion rotation = Quaternion.AngleAxis(angle, axis);
//旋转之前,以center为起点,transform.position当前物体位置为终点的向量.
Vector3 beforeVector = transform.position - center;
//四元数 * 向量(不能调换位置, 否则发生编译错误)
Vector3 afterVector = rotation * beforeVector;//旋转后的向量
//向量的终点 = 向量的起点 + 向量
transform.position = afterVector + center;
//看向Sphere,使Z轴指向Sphere
transform.LookAt(Sphere.transform.position);
}
gameObject.transform.RotateAround(Sphere.transform.position, Sphere.transform.up, 72 * Time.deltaTime);