unity lerp
float a= Mathf.LerpAngle(-100,1000, 0.5f); Debug.Log("Mathf.LerpAngle : "+ a); a = Mathf.LerpUnclamped(-100, 1000, 1.5f); Debug.Log("Mathf.LerpUnclamped : " + a); a = Mathf.Lerp(-100, 1000, 1.5f); Debug.Log("Mathf.Lerp : " + a);
插值公式:
result = a+(b-a)*t
lerpAngle只要是计算过程中,值大于360 就会取余到360内
lerpUnclamped, 不做限制