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Mathf.SmoothDampAngle

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public static function SmoothDampAngle(current: float, target: float, currentVelocity: float, smoothTime: float, maxSpeed: float = Mathf.Infinity, deltaTime: float = Time.deltaTime): float;
public static float SmoothDampAngle(float current, float target, float currentVelocity, float smoothTime, float maxSpeed = Mathf.Infinity, float deltaTime = Time.deltaTime);
public static def SmoothDampAngle(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 an angle given in degrees towards a desired goal angle over time.

The value is smoothed by some spring-damper like function. The function can be used to smooth any kind of value, positions, colors, scalars. The most common use is for smoothing a follow camera.

	// A simple smooth follow camera,
	// that follows the targets forward direction

	var target : Transform;
	var smooth = 0.3;
	var distance = 5.0;
	private var yVelocity = 0.0;
	
	function Update () {
		// Damp angle from current y-angle towards target y-angle
		var yAngle : float = Mathf.SmoothDampAngle(transform.eulerAngles.y,
		                            target.eulerAngles.y, yVelocity, smooth);
		// Position at the target
		var position : Vector3 = target.position;
		// Then offset by distance behind the new angle
		position += Quaternion.Euler(0, yAngle, 0) * Vector3 (0, 0, -distance);
		// Apply the position
		transform.position = position;

		// Look at the target
		transform.LookAt(target);
	}
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour {
    public Transform target;
    public float smooth = 0.3F;
    public float distance = 5.0F;
    private float yVelocity = 0.0F;
    void Update() {
        float yAngle = Mathf.SmoothDampAngle(transform.eulerAngles.y, target.eulerAngles.y, ref yVelocity, smooth);
        Vector3 position = target.position;
        position += Quaternion.Euler(0, yAngle, 0) * new Vector3(0, 0, -distance);
        transform.position = position;
        transform.LookAt(target);
    }
}
import UnityEngine
import System.Collections

public class ExampleClass(MonoBehaviour):

	public target as Transform

	public smooth as float = 0.3F

	public distance as float = 5.0F

	private yVelocity as float = 0.0F

	def Update() as void:
		yAngle as float = Mathf.SmoothDampAngle(transform.eulerAngles.y, target.eulerAngles.y, , smooth)
		position as Vector3 = target.position
		position += (Quaternion.Euler(0, yAngle, 0) * Vector3(0, 0, -distance))
		transform.position = position
		transform.LookAt(target)