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๋งˆ์šฐ์Šค ์šฐํด๋ฆญ ๋ˆ„๋ฅด๋ฉด ํ™•๋Œ€ํ•˜๊ณ  ํ”Œ๋ ˆ์ด์–ด ๋ฌด๋น™ ๋ฐฉํ–ฅ์— ๋”ฐ๋ผ ๊ฐ™์ด ์›€์ง์ž„


Brackey ์œ ํŠœ๋ธŒ์—์„œ ๋ฐฐ์šด bound ์‘์šฉํ•˜๋‹ˆ ์‰ฝ๋”๋ผ




๋˜ ํ™”๋ฉด ์ด๋™์— mathf.lerp์™€ smoothDamp๋ฅผ ์‘์šฉํ–ˆ์Œ

์ฐธ๊ณ ๋กœ mathf.lerp๋Š” ๋ช‡๋ช‡ ๋‰ด๋น„๊ฐ€

transform.position = Vector3.lerp(startPos, endPos, time.deltatime);

์ด๋ ‡๊ฒŒ ์“ฐ๋ฉด ๋งค ํ”„๋ ˆ์ž„๋งˆ๋‹ค 0.02๊ฐ€ ๋‚จ์•„์„œ ์™„๋ฒฝํ•˜๊ฒŒ endPos ์— ๋„๋‹ฌํ•˜์ง€ ๋ชปํ•œ๋‹ค๋Š” ๊ฑฐ ํ•œ๋ฒˆ์ฏค ๊ฒฝํ—˜ํ•ด๋ดค์„๊บผ๋‹ค

๊ทธ๋Ÿฌ๋ฉด ๋ณด๊ธฐ๊ฐ€ ์•ˆ์ข‹์œผ๋‹ˆ๊นŒ





float lerpTime = 1f; // endNum์— ๋„๋‹ฌํ•˜๊ณ ํ”ˆ ์‹œ๊ฐ

float curLerpTime; // ํƒ€์ด๋จธ ์—ญํ• ๋‹ด๋‹น


float Num = 0f;

float startNum = 0f;

float endNum = 1f;


์ด๋ ‡๊ฒŒ ํ•„๋“œ๊ฐ’์„ ๋จผ์ € ์ฃผ๊ณ  ์—…๋ฐ์ดํŠธ ๋ฌธ์—


// ํƒ€์ด๋จธ ์‹œ์ž‘

curLerpTime += time.deltaTime;

if(curLerpTime > lerpTime) curLerpTime = LerpTime;


//Lerp

float perc = curLerpTime / lerpTime;

Num= Vector3.lerp(startNum, endNum, perc);

Debug.log(Num);

// 0.2 > 0.5 > 0.8 > 1


Num์„ startNum์œผ๋กœ ๋ฐ”๊พธ๋ฉด ์ œ๊ณฑ์ด ๋˜์–ด์„œ

// 0.1 > 0.8 > 0.9 > 0.99 > 1

์ด๋ ‡๊ฒŒ ๋จ


๋งํฌ

https://chicounity3d.wordpress.com/2014/05/23/how-to-lerp-like-a-pro/




๊ทผ๋ฐ ๋‹ค ํ•„์š”์—†๊ณ 

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๋ณ„๊ฒŒ ๋‹ค ์žˆ๋Š” ๊ฐ“์œˆย ์—์…‹ ์“ฐ์ž, ํ‚น๊ฐ“์—์…‹๋‹ต๊ฒŒ ๊ณต์งœ๋‹ค!