current | 現在位置 |
target | The target position. |
currentVelocity | The current velocity. This method modifies the currentVelocity every time the method is called. |
smoothTime | The approximate time it takes to reach the target position. The lower the value the faster this method reaches the target. The minimum value is 0.0001. If a lower value is specified, it is automatically clamped to this minimum value. |
maxSpeed | Use this optional parameter to specify a maximum speed. By default, the maximum speed is set to infinity. |
deltaTime | The time since this method was last called. By default, this is set to `Time.deltaTime`. |
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。
This method smoothes the value with a spring-damper like algorithm that never overshoots the target value. This algorithm is based on Game Programming Gems 4, Chapter 1.10.
Note: This method attempts to avoid overshooting the target value. When deltaTime is 0.0f, this yields NaN for the currentVelocity. If you call back with a currentVelocity of NaN, this method returns a NaN.
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); } }