void Update() { value = VectorMath.MoveTowards(value, desiredValue, speed); Output.Invoke(value); }
public (float angle, bool hasArrived) Tick(float timeStep) { angle = VectorMath.RotateToAngle(angle, desiredAngle, timeStep * turnSpeed); hasArrived = arrived; return(angle, !hasArrived && arrived); }