public static float InverseLerp (float a, float b, float value);


aStart value.
bEnd value.
valueValue between start and end.

Valor de retorno

float Percentage of value between start and end.


Calcula el parámetro linear t que produce el value interpolante dentro del rango [a, b].

The a and b values define the start and end of the line. Value is a location between a and b. Subtract a from both a and b and value to make a', b' and value'. This makes a' to be zero and b' and value' to be reduced. Finally divide value' by b'. This gives the InverseLerp amount.

using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { public float walkSpeed = 5.0f; public float runSpeed = 10.0f; public float speed = 8.0f;

void Start() { float parameter = Mathf.InverseLerp(walkSpeed, runSpeed, speed); Debug.Log("InverseLerp: 5, 10, 8 = " + parameter); } }

See Also: Lerp.