お好みのスクリプト言語を選択すると、サンプルコードがその言語で表示されます。
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Closecurrent | 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))