void UpdateSpeed() { float dist = Vector3.Distance(transform.position, _prevPos); var newSpeed = Mathf.Lerp(0, _rvo.maxSpeed, dist / (_rvo.maxSpeed * Time.deltaTime)); newSpeed = MathfUtils.SmoothChangeValue(_prevSpeed, newSpeed, _changingSpeed, Time.deltaTime, 0, _rvo.maxSpeed); _animator.SetFloat("Speed", newSpeed); _prevPos = transform.position; _prevSpeed = newSpeed; }
void UpdateSpeed() { float dist = Vector3.Distance(transform.position, _prevPos); _speedInfo = Mathf.Lerp(0, _rvo.maxSpeed, dist / (_rvo.maxSpeed * Time.deltaTime));//currentvalue/maxvalue _speedInfo = MathfUtils.SmoothChangeValue(_prevSpeed, _speedInfo, _changingSpeed, Time.deltaTime, 0, _rvo.maxSpeed); //_speedInfo = Mathf.SmoothDamp(_prevSpeed, _speedInfo, ref cv, 0.5f, 1, Time.deltaTime); _animator.SetFloat("Speed", _speedInfo); _prevPos = transform.position; _prevSpeed = _speedInfo; }