current | 当前位置。 |
target | 尝试达到的目标。 |
currentVelocity | 当前速度,此值由函数在每次调用时进行修改。 |
smoothTime | 达到目标所需的近似时间。值越小,达到目标的速度越快。 |
maxSpeed | 可以选择允许限制最大速度。 |
deltaTime | 自上次调用此函数以来的时间。默认情况下为 Time.deltaTime。 |
随时间推移将一个向量逐渐改变为所需目标。
向量通过某个类似于弹簧-阻尼的函数(它从不超过目标)进行平滑。 最常见的用法是用于平滑跟随摄像机。
// Smooth towards the target
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { public Transform target; public float smoothTime = 0.3F; private Vector3 velocity = Vector3.zero;
void Update() { // Define a target position above and behind the target transform Vector3 targetPosition = target.TransformPoint(new Vector3(0, 5, -10));
// Smoothly move the camera towards that target position transform.position = Vector3.SmoothDamp(transform.position, targetPosition, ref velocity, smoothTime); } }
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