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Mathf.MoveTowardsAngle

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public static method MoveTowardsAngle(current: float, target: float, maxDelta: float): float;
public static float MoveTowardsAngle(float current, float target, float maxDelta);

Description

Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.

Variables current and target are assumed to be in degrees. For optimization reasons, negative values of maxDelta are not supported and may cause oscillation. To push current away from a target angle, add 180 to that angle instead.

var target = 270.0;
var speed = 45.0;

function Update () { var angle : float = Mathf.MoveTowardsAngle (transform.eulerAngles.y, target, speed * Time.deltaTime); transform.eulerAngles = Vector3(0, angle, 0); }
no example available in C#

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