current | 現在位置 |
target | 目的地 |
currentVelocity | 現在の速度。この値は関数が呼び出されるたびに変更されます。 |
smoothTime | target へ到達するまでのおおよその時間。値が小さいほど、target に速く到達します。 |
maxSpeed | オプションとして、最大速度を制限することができます。 |
deltaTime | この関数が最後に呼び出されてからの経過時間。デフォルトは Time.deltaTime 変数。 |
目標とする角度に向けて徐々に時間をかけて角度を変更します。度単位で指定します。
The value is smoothed by some spring-damper like function. The function can be used to smooth any kind of value, positions, colors, scalars. The most common use is for smoothing a follow camera.
using UnityEngine;
public class Example : MonoBehaviour { //A simple smooth follow camera, // that follows the targets forward direction
Transform target; float smooth = 0.3f; float distance = 5.0f; float yVelocity = 0.0f;
void Update() { // Damp angle from current y-angle towards target y-angle float yAngle = Mathf.SmoothDampAngle(transform.eulerAngles.y, target.eulerAngles.y, ref yVelocity, smooth); // Position at the target Vector3 position = target.position; // Then offset by distance behind the new angle position += Quaternion.Euler(0, yAngle, 0) * new Vector3(0, 0, -distance); // Apply the position transform.position = position;
// Look at the target transform.LookAt(target); } }
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