a | The start value. |
b | The end value. |
t | The interpolation value between the two floats. |
float The interpolated float result between the two float values.
Linearly interpolates between a
and b
by t
.
The parameter t
is clamped to the range [0, 1].
When t
= 0 returns a
.
When t
= 1 return b
.
When t
= 0.5 returns the midpoint of a
and b
.
#pragma strict public class Example extends MonoBehaviour { public var minimum: float = -1.0F; public var maximum: float = 1.0F; static var t: float = 0.0f; function Update() { // animate the position of the game object... transform.position = new Vector3(Mathf.Lerp(minimum, maximum, t), 0, 0); // .. and increate the t interpolater t += 0.5f * Time.deltaTime; // in the opposite direction. if (t > 1.0f) { var temp: float = maximum; maximum = minimum; minimum = temp; t = 0.0f; } } }
using UnityEngine;
public class Example : MonoBehaviour {
// animate the game object from -1 to +1 and back public float minimum = -1.0F; public float maximum = 1.0F;
// starting value for the Lerp static float t = 0.0f; void Update() { // animate the position of the game object... transform.position = new Vector3(Mathf.Lerp(minimum, maximum, t), 0, 0); // .. and increate the t interpolater t += 0.5f * Time.deltaTime; // now check if the interpolator has reached 1.0 // and swap maximum and minimum so game object moves // in the opposite direction. if (t > 1.0f){ float temp = maximum; maximum = minimum; minimum = temp; t = 0.0f; } } }
See Also: LerpUnclamped, LerpAngle.