//public Transform qiu;
void Start () {
//print(Mathf.Abs(-1));//绝对值
//print(Mathf.Ceil(3.5f));//取最接近上限的整数 4
//print(Mathf.Floor(3.5f));//取最接近下限的整数 3
//print(Mathf.Clamp(2,1,10));//范围限制是:1--10 默认是2
//print(Mathf.Max(1, 2, 3));//最大值3
//print(Mathf.Min(1, 2, 3));//最小值1
//print(Mathf.Round(3.6f));//四舍五入
//print(Mathf.RoundToInt(3.6f));//四舍五入
//print(Mathf.Sqrt(3));//开平方 1.732
//print(Mathf.Pow(2, 3));//次方 8
//print(transform.eulerAngles);//欧拉角
//print(transform.rotation);//旋转
//print(Quaternion.Angle(qiu.rotation, transform.rotation));//旋转度数
//print(Vector3.Angle(qiu.position,transform.position));//两个物体的夹角
}
void Update () {
//跟随球体旋转而旋转
//transform.rotation = Quaternion.Slerp(transform.rotation, qiu.rotation, Time.deltaTime * 0.1f);
//注视旋转
//transform.rotation = Quaternion.LookRotation(qiu.position - transform.position, Vector3.up);
//transform.LookAt(qiu);
float a = Mathf.Repeat(Time.time, 2);//物体重复的大小是0-2之间 0-2-0-2-0
//float a = Mathf.PingPong(Time.time, 2);//物体重复的大小是0-2之间 0-2-2-0
transform.localScale = new Vector3(a, a, a);
}