Debug.Log("Down"); startPoint = gameObject.GetComponent<Transform>().position; endPoint = startPoint +newVector3(0,0,-50);floatjourneyLength = Vector3.Distance(startPoint, endPoint);floatfracJourney;do{floatdistCovered = (Time.time - startTime) * speed; fracJourney = distCovered / journeyLengt...
target The position to move towards. maxDistanceDelta Distance to move current per call. Returns Vector3 The new position. Description Calculate a position between the points specified by current and target, moving no farther than the distance specified by maxDistanceDelta. Use the MoveTowards member...
MaxReturns a vector that is made from the largest components of two vectors. MinReturns a vector that is made from the smallest components of two vectors. MoveTowardsCalculate a position between the points specified by current and target, moving no farther than the distance specified by maxDistance...
if (touch1.phase == TouchPhase.Moved || touch2.phase == TouchPhase.Moved) { // ... or check the delta angle between them ... //当前两手指与X轴的角 turnAngle = Angle(touch1.position, touch2.position); //之前两手指与X的角度 float prevTurn = Angle(touch1.position - touch1.delta...
I want to have a measure of similarity between two points in a cluster. Would the similarity calculated this way be an acceptable measure of similarity between the two datapoint? Say I have to vectors... Using jquery- $.post(); inside php- foreach() function, to send variable data to...
Vector3 p2 = fourPoints[2].position;//第三个点 Vector3 p3 = fourPoints[3].position;//第四个点 float t = i / (bezierPointCounts * 1.0f);//所占比例 //1.利用一阶公式递推 Vector3 p0p1 = (1 - t) * p0 + t * p1;
Includes a bunch of functions to manipulate transforms/audio over time. For example, the following will scale, move and rotate a transfrom into a position over 5 seconds. The target position is defined by a sibling transfrom. Presets for common ease curves fromhttps://github.com/aureliendrouet...
The highlighted camera is set up as an orthographic camera, one of two camera modes in Unity. This camera type, which is commonly used in 2D, doesn’t scale objects further away as your eyes would see them; that is, there’s no depth from the camera position. The other camera type is...
// Distance between two ClosestPointOnBounds // this is needed in cases where entites are really big. in those cases, // we can't just move to entity.transform.position, because it will be // unreachable. instead we have to go the closest point on the boundary. ...
{ // transfer the position of each point and distances between points to arrays for // speed of lookup at runtime points = new Vector3[Waypoints.Length + 1]; distances = new float[Waypoints.Length + 1]; float accumulateDistance = 0; for (int i = 0; i < points.Length; ++i) { ...