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Mathf.MoveTowardsAngle

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

Description

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)