current | 現在の値 |
target | 移動先となる値 |
maxDelta | 値に適用される最大の変更 |
current
から target
まで、maxDelta
のスピードで移動します。
This is essentially the same as Mathf.Lerp but instead the function will ensure that the speed never exceeds maxDelta
.
Negative values of maxDelta
pushes the value away from target
.
using UnityEngine;
public class Example : MonoBehaviour { float currStrength; float maxStrength; float recoveryRate;
void Update() { currStrength = Mathf.MoveTowards(currStrength, maxStrength, recoveryRate * Time.deltaTime); } }