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。 |
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)