为什么物体不朝向另一个物体旋转?

Why the object is not rotating towards the other object?

using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
using UnityStandardAssets.Characters.ThirdPerson;

public class DistanceCheck : MonoBehaviour
{
    public Transform target;
    public float lerpDuration;
    public float rotationSpeed;
    public GameObject descriptionTextImage;
    public TextMeshProUGUI text;
    public ThirdPersonUserControl thirdPersonusercontrol;

    private Animator anim;
    private float timeElapsed = 0;
    private float startValue = 1;
    private float endValue = 0;
    private float valueToLerp = 0;
    private bool startRot = false;

    // Start is called before the first frame update
    void Start()
    {
        anim = transform.GetComponent<Animator>();
    }

    // Update is called once per frame
    void Update()
    {
        if(startRot)
        {
            transform.rotation = Quaternion.RotateTowards(transform.rotation,
                target.rotation, rotationSpeed * Time.deltaTime);
        }
    }

    private void OnTriggerExit(Collider other)
    {
        if (other.name == "Colliding Area")
        {
            StartCoroutine(SlowDown());
        }
    }

    IEnumerator SlowDown()
    {
        while (timeElapsed < lerpDuration)
        {
            valueToLerp = Mathf.Lerp(startValue, endValue, timeElapsed / lerpDuration);
            anim.SetFloat("Forward", valueToLerp);
            timeElapsed += Time.deltaTime;

            yield return null;
        }

        thirdPersonusercontrol.enabled = false;
        descriptionTextImage.SetActive(true);

        yield return new WaitForSeconds(3f);

        startRot = true;
    }
}

我使用了一个断点,当 startRot 为真时,它确实到达了更新中的 Quaternion.RotateTowards 行并且 rotationSpeed 为 5,但变换根本没有旋转。

我希望变换旋转 180 度,或者变换向前看的平均角度它应该旋转回目标。

变换和目标都面向同一方向,但变换根本没有朝向目标旋转。

如果我自己更改变换旋转,它会在运行时旋转,但当它到达更新时它根本不会旋转。

Quaternion.RotateTowards 将一个旋转方向改变为另一个旋转方向,如果两个物体面向同一方向,则它们具有相同的旋转角度,因此不会发生任何变化。

如果你想让物体面向目标,你需要使用由Quaternion.LookRotation创建的旋转。

transform.rotation = Quaternion.RotateTowards(transform.rotation, 
    Quaternion.LookRotation(target.position - transform.position),
    rotationSpeed * Time.deltaTime);