Version: 2022.3
언어: 한국어
public static float LerpAngle (float a, float b, float t);

파라미터

a The start angle. A float expressed in degrees.
b The end angle. A float expressed in degrees.
t The interpolation value between the start and end angles. This value is clamped to the range [0, 1].

반환

float Returns the interpolated float result between angle a and angle b, based on the interpolation value t.

설명

Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.

This method returns the shortest path between the specified angles. This method wraps around values that are outside the range [-180, 180]. For example, LerpAngle(1.0f, 190.0f, 1.0f) returns -170.0f. To find the longest path use Lerp.

using UnityEngine;

public class Example : MonoBehaviour { float minAngle = 0.0f; float maxAngle = 90.0f;

void Update() { float angle = Mathf.LerpAngle(minAngle, maxAngle, Time.time); transform.eulerAngles = new Vector3(0, angle, 0); } }

See Also: Lerp.

Copyright © 2023 Unity Technologies
优美缔软件(上海)有限公司 版权所有
"Unity"、Unity 徽标及其他 Unity 商标是 Unity Technologies 或其附属机构在美国及其他地区的商标或注册商标。其他名称或品牌是其各自所有者的商标。
公安部备案号:
31010902002961