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Keyframe.inTangent

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public var inTangent: float;
public float inTangent;
public inTangent as float

Description

前のキーフレームから、このキーフレームに近づくときの接線を設定します

See Also: outTangent.

	// Make an object follow a line among the X axis
	// Notice how the tangents modify the behaviour of the animation
	
	var anim : AnimationCurve = new AnimationCurve();

	function Start() {
		var ks : Keyframe[] = new Keyframe[3];
		ks[0] = Keyframe(0, 0);
		ks[0].inTangent = 0;
		ks[1] = Keyframe(4, 0);
		ks[1].inTangent = 45;
		ks[2] = Keyframe(8, 0);
		ks[2].inTangent = 90;
		anim = AnimationCurve(ks);
	}
	
	function Update() {
		transform.position = Vector3(Time.time,anim.Evaluate(Time.time),0); 
	}
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour {
    public AnimationCurve anim = new AnimationCurve();
    void Start() {
        Keyframe[] ks = new Keyframe[3];
        ks[0] = new Keyframe(0, 0);
        ks[0].inTangent = 0;
        ks[1] = new Keyframe(4, 0);
        ks[1].inTangent = 45;
        ks[2] = new Keyframe(8, 0);
        ks[2].inTangent = 90;
        anim = new AnimationCurve(ks);
    }
    void Update() {
        transform.position = new Vector3(Time.time, anim.Evaluate(Time.time), 0);
    }
}
import UnityEngine
import System.Collections

public class ExampleClass(MonoBehaviour):

	public anim as AnimationCurve = AnimationCurve()

	def Start() as void:
		ks as (Keyframe) = array[of Keyframe](3)
		ks[0] = Keyframe(0, 0)
		ks[0].inTangent = 0
		ks[1] = Keyframe(4, 0)
		ks[1].inTangent = 45
		ks[2] = Keyframe(8, 0)
		ks[2].inTangent = 90
		anim = AnimationCurve(ks)

	def Update() as void:
		transform.position = Vector3(Time.time, anim.Evaluate(Time.time), 0)