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Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.
Variables a and b are assumed to be in degrees.
// Fades from minimum to maximum in one second
var minAngle = 0.0;
var maxAngle = 90.0;
function Update () {
var angle : float = Mathf.LerpAngle(minAngle, maxAngle, Time.time);
transform.eulerAngles = Vector3(0, angle, 0);
}
using UnityEngine;
using System.Collections;
public class example : MonoBehaviour {
public float minAngle = 0.0F;
public float maxAngle = 90.0F;
void Update() {
float angle = Mathf.LerpAngle(minAngle, maxAngle, Time.time);
transform.eulerAngles = new Vector3(0, angle, 0);
}
}
import UnityEngine
import System.Collections
class example(MonoBehaviour):
public minAngle as single = 0.0F
public maxAngle as single = 90.0F
def Update():
angle as single = Mathf.LerpAngle(minAngle, maxAngle, Time.time)
transform.eulerAngles = Vector3(0, angle, 0)