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Mathf.LerpAngle

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public static function LerpAngle(a: float, b: float, t: float): float;
public static float LerpAngle(float a, float b, float t);
public static def LerpAngle(a as float, b as float, t as float) as float

Description

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 ExampleClass : 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

public class ExampleClass(MonoBehaviour):

	public minAngle as float = 0.0F

	public maxAngle as float = 90.0F

	def Update() as void:
		angle as float = Mathf.LerpAngle(minAngle, maxAngle, Time.time)
		transform.eulerAngles = Vector3(0, angle, 0)