/// <summary> /// This function eases to a target with two floats. /// </summary> /// <param name="current"></param> /// <param name="target"></param> /// <param name="percentLeftAfter1Second"></param> /// <returns></returns> public static float Slide(float current, float target, float percentLeftAfter1Second) { float p = 1 - Mathf.Pow(percentLeftAfter1Second, Time.deltaTime); return(AnimMath.Lerp(current, target, p)); }
/// <summary> /// This function eases between two quaternions. /// </summary> /// <param name="current"></param> /// <param name="target"></param> /// <param name="percentLeftAfter1Second"></param> /// <returns></returns> public static Quaternion Slide(Quaternion current, Quaternion target, float percentLeftAfter1Second = .05f) { float p = 1 - Mathf.Pow(percentLeftAfter1Second, Time.deltaTime); return(AnimMath.Lerp(current, target, p)); }