Mathf.LerpAngle的用法

// Fades from minimum to maximum in one second



var minAngle = 0.0;

var maxAngle = 90.0;



function Update () 

{

    var angle : float = Mathf.LerpAngle(minAngle, maxAngle, Time.time);

    transform.eulerAngles = Vector3(0, angle, 0);

}



//如果maxAngle-minAngle的值大于180度的话,那maxAngle将相当于360-maxAngle,所以会从minAngle逆向转到360-maxAngle.否则,则是顺向的从minAngle转向maxAngle.

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