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Mathf.MoveTowards

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public static function MoveTowards(current: float, target: float, maxDelta: float): float;
public static float MoveTowards(float current, float target, float maxDelta);
public static def MoveTowards(current as float, target as float, maxDelta as float) as float

Parameters

current The current value.
target The value to move towards.
maxDelta The maximum change that should be applied to the value.

Description

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))