MoveTowards 関数と機能は同じだが、360 度の折り返しに対応しています
target
引数から target
引数まで、maxDelta
引数のスピードで移動します。
For optimization reasons, negative values of maxDelta
are not supported and may cause oscillation. To push current
away from a target angle, add 180 to that angle instead.
var target = 270.0; var speed = 45.0; function Update () { var angle : float = Mathf.MoveTowardsAngle (transform.eulerAngles.y, target, speed * Time.deltaTime); transform.eulerAngles = Vector3(0, angle, 0); }
using UnityEngine; using System.Collections; public class ExampleClass : MonoBehaviour { public float target = 270.0F; public float speed = 45.0F; void Update() { float angle = Mathf.MoveTowardsAngle(transform.eulerAngles.y, target, speed * Time.deltaTime); transform.eulerAngles = new Vector3(0, angle, 0); } }
import UnityEngine import System.Collections public class ExampleClass(MonoBehaviour): public target as float = 270.0F public speed as float = 45.0F def Update() as void: angle as float = Mathf.MoveTowardsAngle(transform.eulerAngles.y, target, (speed * Time.deltaTime)) transform.eulerAngles = Vector3(0, angle, 0)