在 min
与 max
之间进行插值,在限制处进行平滑。
此函数采用与 Lerp 相似的方式在 min
与 max
之间进行插值。
但是,插值会从起点逐渐加速,然后朝着终点减慢。
这可用于创建表现十分自然的动画、淡化和其他过渡。
using UnityEngine;
public class Example : MonoBehaviour { // Minimum and maximum values for the transition. float minimum = 10.0f; float maximum = 20.0f;
// Time taken for the transition. float duration = 5.0f;
float startTime;
void Start() { // Make a note of the time the script started. startTime = Time.time; }
void Update() { // Calculate the fraction of the total duration that has passed. float t = (Time.time - startTime) / duration; transform.position = new Vector3(Mathf.SmoothStep(minimum, maximum, t), 0, 0); } }
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