static function SmoothDampAngle (current : float, target : float, ref currentVelocity : float, smoothTime : float, maxSpeed : float = Mathf.Infinity, deltaTime : float = Time.deltaTime) : float
Parameters
Name | Description |
current |
The current position.
|
target |
The position we are trying to reach.
|
currentVelocity |
The current velocity, this value is modified by the function every time you call it.
|
smoothTime |
Approximately the time it will take to reach the target. A smaller value will reach the target faster.
|
maxSpeed |
Optionally allows you to clamp the maximum speed.
|
deltaTime |
The time since the last call to this function. By default Time.deltaTime.
|
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.
var target :
Transform;
var smooth = 0.3;
var distance = 5.0;
private var yVelocity = 0.0;
function Update () {
var yAngle :
float =
Mathf.SmoothDampAngle(transform.eulerAngles.y,
target.eulerAngles.y, yVelocity, smooth);
var position :
Vector3 = target.position;
position +=
Quaternion.Euler(0, yAngle, 0) *
Vector3 (0, 0, -distance);
transform.position = position;
transform.LookAt(target);
}
using UnityEngine;
using System.Collections;
public class example :
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
class example(
MonoBehaviour):
public target as
Transform public smooth as single = 0.3F
public distance as single = 5.0F
private yVelocity as single = 0.0F
def
Update():
yAngle as single =
Mathf.SmoothDampAngle(transform.eulerAngles.y, target.eulerAngles.y, yVelocity, smooth)
position as
Vector3 = target.position
position += (
Quaternion.Euler(0, yAngle, 0) *
Vector3(0, 0, -distance))
transform.position = position
transform.LookAt(target)