Lo mismo que MoveTowards pero se asegura que los valores se interpolan correctamente cuando se envuelven alrededor de 360 grados.
Variables current
and target
are assumed to be in degrees.
For optimization reasons, negative values of maxDelta
are not supported and may cause oscillation. To push current
away from a target angle, add 180 to that angle instead.
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { public float target = 270.0F; public float speed = 45.0F; void Update() { float angle = Mathf.MoveTowardsAngle(transform.eulerAngles.y, target, speed * Time.deltaTime); transform.eulerAngles = new Vector3(0, angle, 0); } }