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# Vector3.Lerp

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マニュアルに切り替える
public static function Lerp(a: Vector3, b: Vector3, t: float): Vector3;
public static Vector3 Lerp(Vector3 a, Vector3 b, float t);

## Description

`t``a``b` 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 `a``b` 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);
}
}
```