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Mathf.SmoothDamp

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public static function SmoothDamp(current: float, target: float, currentVelocity: float, smoothTime: float, maxSpeed: float = Mathf.Infinity, deltaTime: float = Time.deltaTime): float;
public static float SmoothDamp(float current, float target, float currentVelocity, float smoothTime, float maxSpeed = Mathf.Infinity, float deltaTime = Time.deltaTime);
public static def SmoothDamp(current as float, target as float, currentVelocity as float, smoothTime as float, maxSpeed as float = Mathf.Infinity, deltaTime as float = Time.deltaTime) as float

Parameters

current 現在値
target 目的地
currentVelocity 現在の速度が格納される
smoothTime target へ到達するまでのおおよその時間
maxSpeed 最大速度
deltaTime この関数が最後に呼び出されてからの経過時間。デフォルトはTime.deltaTime変数。

Description

Gradually changes a value towards a desired goal over time.

The value is smoothed by some spring-damper like function, which will never overshoot. The function can be used to smooth any kind of value, positions, colors, scalars.

	// Smooth towards the height of the target

	var target : Transform;
	var smoothTime = 0.3;
	private var yVelocity = 0.0;
	
	function Update () {
		var newPosition : float = Mathf.SmoothDamp(transform.position.y, target.position.y,
		                             yVelocity, smoothTime);
		transform.position = Vector3(transform.position.x, newPosition, transform.position.z);
	}
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour {
    public Transform target;
    public float smoothTime = 0.3F;
    private float yVelocity = 0.0F;
    void Update() {
        float newPosition = Mathf.SmoothDamp(transform.position.y, target.position.y, ref yVelocity, smoothTime);
        transform.position = new Vector3(transform.position.x, newPosition, transform.position.z);
    }
}
import UnityEngine
import System.Collections

public class ExampleClass(MonoBehaviour):

	public target as Transform

	public smoothTime as float = 0.3F

	private yVelocity as float = 0.0F

	def Update() as void:
		newPosition as float = Mathf.SmoothDamp(transform.position.y, target.position.y, , smoothTime)
		transform.position = Vector3(transform.position.x, newPosition, transform.position.z)