public GoSmoothedQuaternion(Quaternion quat) { _currentValue = quat; _start = quat; _target = quat; _startTime = Time.time; duration = 0.2f; smoothingType = GoSmoothingType.Lerp; }
public GoSmoothedVector3(Vector3 vector) { _currentValue = vector; _start = vector; _target = vector; _startTime = Time.time; duration = 0.2f; smoothingType = GoSmoothingType.Lerp; }
public GoSmoothedVector3( Vector3 vector ) { _currentValue = vector; _start = vector; _target = vector; _startTime = Time.time; // set sensible defaults duration = 0.2f; smoothingType = GoSmoothingType.Lerp; }
public GoSmoothedQuaternion( Quaternion quat ) { _currentValue = quat; _start = quat; _target = quat; _startTime = Time.time; // set sensible defaults duration = 0.2f; smoothingType = GoSmoothingType.Lerp; }