Linearly interpolates between two vectors.
from
and to
by the fraction t
. This is most commonly
used to find a point some fraction of the way along a line between two
endpoints (eg, to move an object gradually between those points).
This fraction is clamped to the range [0...1].
When t
= 0 returns from
.
When t
= 1 returns to
.
When t
= 0.5 returns the point midway between from
and to
.// 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; var target : Transform; var smooth = 5.0; 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 Example : MonoBehaviour { public Transform startMarker; public Transform endMarker; public float speed = 1.0F; private float startTime; private float journeyLength; public Transform target; public float smooth = 5.0F; 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); } }
import UnityEngine import System.Collections public class Example(MonoBehaviour): public startMarker as Transform public endMarker as Transform public speed as float = 1.0F private startTime as float private journeyLength as float public target as Transform public smooth as float = 5.0F def Start() as void: startTime = Time.time journeyLength = Vector3.Distance(startMarker.position, endMarker.position) def Update() as void: distCovered as float = ((Time.time - startTime) * speed) fracJourney as float = (distCovered / journeyLength) transform.position = Vector3.Lerp(startMarker.position, endMarker.position, fracJourney)