| current | The current value. |
| target | The value to move towards. |
| maxDelta | The maximum change that should be applied to the value. |
target 引数から target 引数まで、/maxDelta/ 引数のスピードで移動します。
This is essentially the same as Mathf.Lerp but instead the function will ensure that the speed never exceeds maxDelta.
Negative values of maxDelta pushes the value away from target.
var currStrength: float;
var maxStrength: float;
var recoveryRate: float;
function Update() {
currStrength = Mathf.MoveTowards(currStrength, maxStrength, recoveryRate * Time.deltaTime);
}
using UnityEngine; using System.Collections; public class ExampleClass : MonoBehaviour { public float currStrength; public float maxStrength; public float recoveryRate; void Update() { currStrength = Mathf.MoveTowards(currStrength, maxStrength, recoveryRate * Time.deltaTime); } }
import UnityEngine import System.Collections public class ExampleClass(MonoBehaviour): public currStrength as float public maxStrength as float public recoveryRate as float def Update() as void: currStrength = Mathf.MoveTowards(currStrength, maxStrength, (recoveryRate * Time.deltaTime))