public static double SmoothDamp(double current, double target, ref double currentVelocity, double smoothTime) { double deltaTime = Time.deltaTime; double maxSpeed = double.PositiveInfinity; return(Mathd.SmoothDamp(current, target, ref currentVelocity, smoothTime, maxSpeed, deltaTime)); }
public static float SmoothDamp(float current, float target, ref float currentVelocity, float smoothTime) { float deltaTime = Time.deltaTime; float maxSpeed = float.PositiveInfinity; return(Mathd.SmoothDamp(current, target, ref currentVelocity, smoothTime, maxSpeed, deltaTime)); }
public static double SmoothDampAngle(double current, double target, ref double currentVelocity, double smoothTime, double maxSpeed, double deltaTime) { target = current + Mathd.DeltaAngle(current, target); return(Mathd.SmoothDamp(current, target, ref currentVelocity, smoothTime, maxSpeed, deltaTime)); }
public static double SmoothDamp(double current, double target, ref double currentVelocity, double smoothTime, double maxSpeed) { double deltaTime = (double)Time.deltaTime; return(Mathd.SmoothDamp(current, target, ref currentVelocity, smoothTime, maxSpeed, deltaTime)); }
public static float SmoothDampAngle(float current, float target, ref float currentVelocity, float smoothTime, float maxSpeed, float deltaTime) { target = current + Mathd.DeltaAngle(current, target); return(Mathd.SmoothDamp(current, target, ref currentVelocity, smoothTime, maxSpeed, deltaTime)); }
public static float SmoothDamp(float current, float target, ref float currentVelocity, float smoothTime, float maxSpeed) { float deltaTime = (float)Time.deltaTime; return(Mathd.SmoothDamp(current, target, ref currentVelocity, smoothTime, maxSpeed, deltaTime)); }