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unity 一個物體相對另一個物體座標系的偏轉角度計算

using UnityEngine;
using System.Collections;

public class UserAnimatorMove : MonoBehaviour
{

    private Vector3 oldVector3;
    private Vector3 newVector3;
    private Quaternion oldQuaternion;
    private Vector3 newRotatinForward;
    void Start()
    {

    }
    void Update()
    {
        if (Input.GetKeyDown(KeyCode.F1))
        {

            oldVector3 = this.transform.position;
            oldQuaternion = this.transform.rotation;
        }
        if (Input.GetKeyDown(KeyCode.F2))
        {
            StartCoroutine(MovePoint());
        }
    }

    private IEnumerator MovePoint()
    {
        //    oldVector3 = this.transform.position;
        //   oldQuaternion = this.transform.rotation;
        yield return new WaitForSeconds(0.2f);
        newVector3 = this.transform.position;
        newRotatinForward = this.transform.forward;

        float lenth = Vector3.Distance(oldVector3, newVector3);
        Vector3 velocity = Quaternion.Inverse(oldQuaternion) * newRotatinForward;
        float angle = Mathf.Atan2(velocity.x, velocity.z) * 180.0f / 3.14159f;
        Debug.Log(angle);//新的方向相對舊的方向的偏轉角度
    }
}