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public static function Lerp(a: Vector3, b: Vector3, t: float): Vector3;
public static Vector3 Lerp(Vector3 a, Vector3 b, float t);



直線上にある 2 つのベクトル間を補間します

tab の間を補間します。t は、0-1 の範囲に固定されています。これは、直線状にあるポイント間(両端)で割合に対しての位置を取得するのに使用します(例えば徐々に目的地へ移動していくときに使用します)。

t = 0 のときは a を返します。 t = 1 のときは b を返します。 t = 0.5 のときは ab の平均(ちょうど真ん中)を返します。

	// Transforms to act as start and end markers for the journey.
	var startMarker: Transform;
	var endMarker: Transform;
	// Movement speed in units/sec.
	var speed = 1.0;
	// Time when the movement started.
	private var startTime: float;
	// Total distance between the markers.
	private var journeyLength: float;	
	function Start() {
		// Keep a note of the time the movement started.
		startTime = Time.time;
		// Calculate the journey length.
		journeyLength = Vector3.Distance(startMarker.position, endMarker.position);
	// Follows the target position like with a spring
	function Update () {
		// Distance moved = time * speed.
		var distCovered = (Time.time - startTime) * speed;
		// Fraction of journey completed = current distance divided by total distance.
		var fracJourney = distCovered / journeyLength;
		// Set our position as a fraction of the distance between the markers.
		transform.position = Vector3.Lerp(startMarker.position, endMarker.position, fracJourney);
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { public Transform startMarker; public Transform endMarker; public float speed = 1.0F; private float startTime; private float journeyLength; void Start() { startTime = Time.time; journeyLength = Vector3.Distance(startMarker.position, endMarker.position); } void Update() { float distCovered = (Time.time - startTime) * speed; float fracJourney = distCovered / journeyLength; transform.position = Vector3.Lerp(startMarker.position, endMarker.position, fracJourney); } }

See Also: Slerp, LerpUnclamped.