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API Docs for: LeanTween 2.50

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LeanSmooth Class

Defined in: LeanSmooth.cs:5

Use these smooth methods to move one value towards another

Example:
fromY = LeanSmooth.spring(fromY, followArrow.localPosition.y, ref velocityY, 1.1f);
fromVec3 = LeanSmooth.damp(fromVec3, dude5Title.localPosition, ref velocityVec3, 1.1f);
fromColor = LeanSmooth.damp(fromColor, dude5Title.GetComponent().material.color, ref velocityColor, 1.1f);
Debug.Log("Smoothed y:" + fromY + " vec3:" + fromVec3 + " color:" + fromColor);

Methods

LeanSmooth.bounceOut (Color)

(
  • current:float
  • target:float
  • currentVelocity:float
  • smoothTime:float
  • maxSpeed:float
  • deltaTime:float
  • [friction]
  • [accelRate]
  • [hitDamping]
)

Defined in LeanSmooth.cs:338

Moves one color towards another (with an ease that bounces back some when it reaches it's destination)

Parameters:

  • current:float Color

    the current value

  • target:float Color

    the value we are trying to reach

  • currentVelocity:float Color

    the current velocity of the value

  • smoothTime:float Float

    roughly the time it takes to reach the destination

  • maxSpeed:float Float

    the top speed you want the value to move at (defaults to unlimited -1f)

  • deltaTime:float Float

    the difference in time since the method was called (defaults to Time.deltaTime)

  • [friction] Float optional

    :float rate at which the spring is slowed down once it reaches it's destination

  • [accelRate] Float optional

    :float the rate it accelerates from it's initial position

  • [hitDamping] Float optional

    :float the rate at which to dampen the bounciness of when it reaches it's destination

Example:

fromColor = LeanSmooth.bounceOut(fromColor, transform.GetComponent().material.color, ref followVelocity, 1.1f);\n Debug.Log("current:" + fromColor);

LeanSmooth.bounceOut (float)

(
  • current:float
  • target:float
  • currentVelocity:float
  • smoothTime:float
  • maxSpeed:float
  • deltaTime:float
  • [friction]
  • [accelRate]
  • [hitDamping]
)

Defined in LeanSmooth.cs:268

Moves one value towards another (with an ease that bounces back some when it reaches it's destination)

Parameters:

  • current:float Float

    the current value

  • target:float Float

    the value we are trying to reach

  • currentVelocity:float Float

    the current velocity of the value

  • smoothTime:float Float

    roughly the time it takes to reach the destination

  • maxSpeed:float Float

    the top speed you want the value to move at (defaults to unlimited -1f)

  • deltaTime:float Float

    the difference in time since the method was called (defaults to Time.deltaTime)

  • [friction] Float optional

    :float rate at which the spring is slowed down once it reaches it's destination

  • [accelRate] Float optional

    :float the rate it accelerates from it's initial position

  • [hitDamping] Float optional

    :float the rate at which to dampen the bounciness of when it reaches it's destination

Example:

followVar = LeanSmooth.bounceOut(followVar, destinationVar, ref followVelocity, 1.1f);\n Debug.Log("current:"+followVar);

LeanSmooth.bounceOut (Vector3)

(
  • current:float
  • target:float
  • currentVelocity:float
  • smoothTime:float
  • maxSpeed:float
  • deltaTime:float
  • [friction]
  • [accelRate]
  • [hitDamping]
)

Defined in LeanSmooth.cs:312

Moves one value towards another (with an ease that bounces back some when it reaches it's destination)

Parameters:

  • current:float Vector3

    the current value

  • target:float Vector3

    the value we are trying to reach

  • currentVelocity:float Vector3

    the current velocity of the value

  • smoothTime:float Float

    roughly the time it takes to reach the destination

  • maxSpeed:float Float

    the top speed you want the value to move at (defaults to unlimited -1f)

  • deltaTime:float Float

    the difference in time since the method was called (defaults to Time.deltaTime)

  • [friction] Float optional

    :float rate at which the spring is slowed down once it reaches it's destination

  • [accelRate] Float optional

    :float the rate it accelerates from it's initial position

  • [hitDamping] Float optional

    :float the rate at which to dampen the bounciness of when it reaches it's destination

Example:

transform.position = LeanSmooth.bounceOut(transform.position, followTrans.position, ref followVelocity, 1.1f);\n Debug.Log("current:"+transform.position);

LeanSmooth.damp (Color)

(
  • current:Color
  • target:Color
  • currentVelocity:Color
  • smoothTime:float
  • maxSpeed:float
  • deltaTime:float
)

Defined in LeanSmooth.cs:83

Moves one color value towards another color (eases in and out to destination with no overshoot)

Parameters:

  • current:Color Float

    the current value

  • target:Color Float

    the value we are trying to reach

  • currentVelocity:Color Float

    the current velocity of the value

  • smoothTime:float Float

    roughly the time it takes to reach the destination

  • maxSpeed:float Float

    the top speed you want the value to move at (defaults to unlimited -1f)

  • deltaTime:float Float

    the difference in time since the method was called (defaults to Time.deltaTime)

Example:

fromColor = LeanSmooth.damp(fromColor, transform.GetComponent().material.color, ref velocityColor, 1.1f);\n Debug.Log("current:"+fromColor);

LeanSmooth.damp (float)

(
  • current:float
  • target:float
  • currentVelocity:float
  • smoothTime:float
  • maxSpeed:float
  • deltaTime:float
)

Defined in LeanSmooth.cs:18

Moves one value towards another (eases in and out to destination with no overshoot)

Parameters:

  • current:float Float

    the current value

  • target:float Float

    the value we are trying to reach

  • currentVelocity:float Float

    the current velocity of the value

  • smoothTime:float Float

    roughly the time it takes to reach the destination

  • maxSpeed:float Float

    the top speed you want the value to move at (defaults to unlimited -1f)

  • deltaTime:float Float

    the difference in time since the method was called (defaults to Time.deltaTime)

Example:

followVar = LeanSmooth.damp(followVar, destinationVar, ref followVelocity, 1.1f);\n Debug.Log("current:"+followVar);

LeanSmooth.damp (Vector3)

(
  • current:Vector3
  • target:Vector3
  • currentVelocity:Vector3
  • smoothTime:float
  • maxSpeed:float
  • deltaTime:float
)

Defined in LeanSmooth.cs:60

Moves one value towards another (eases in and out to destination with no overshoot)

Parameters:

  • current:Vector3 Float

    the current value

  • target:Vector3 Float

    the value we are trying to reach

  • currentVelocity:Vector3 Float

    the current velocity of the value

  • smoothTime:float Float

    roughly the time it takes to reach the destination

  • maxSpeed:float Float

    the top speed you want the value to move at (defaults to unlimited -1f)

  • deltaTime:float Float

    the difference in time since the method was called (defaults to Time.deltaTime)

Example:

transform.position = LeanSmooth.damp(transform.position, destTrans.position, ref followVelocity, 1.1f);\n Debug.Log("current:"+transform.position);

LeanSmooth.linear (Color)

(
  • current:float
  • target:float
  • moveSpeed:float
  • deltaTime:float
)

Defined in LeanSmooth.cs:246

Moves one color towards another (at a constant speed)

Parameters:

  • current:float Color

    the current value

  • target:float Color

    the value we are trying to reach

  • moveSpeed:float Float

    the speed at which to move towards the target

  • deltaTime:float Float

    the difference in time since the method was called (defaults to Time.deltaTime)

Example:

fromColor = LeanSmooth.linear(fromColor, transform.GetComponent().material.color, 50f);\n Debug.Log("current:"+fromColor);

LeanSmooth.linear (float)

(
  • current:float
  • target:float
  • moveSpeed:float
  • deltaTime:float
)

Defined in LeanSmooth.cs:193

Moves one value towards another (at a constant speed)

Parameters:

  • current:float Float

    the current value

  • target:float Float

    the value we are trying to reach

  • moveSpeed:float Float

    the speed at which to move towards the target

  • deltaTime:float Float

    the difference in time since the method was called (defaults to Time.deltaTime)

Example:

followVar = LeanSmooth.linear(followVar, destinationVar, 50f);\n Debug.Log("current:"+followVar);

LeanSmooth.linear (Vector3)

(
  • current:float
  • target:float
  • moveSpeed:float
  • deltaTime:float
)

Defined in LeanSmooth.cs:225

Moves one value towards another (at a constant speed)

Parameters:

  • current:float Vector3

    the current value

  • target:float Vector3

    the value we are trying to reach

  • moveSpeed:float Float

    the speed at which to move towards the target

  • deltaTime:float Float

    the difference in time since the method was called (defaults to Time.deltaTime)

Example:

transform.position = LeanSmooth.linear(transform.position, followTrans.position, 50f);\n Debug.Log("current:"+transform.position);

LeanSmooth.spring (Color)

(
  • current:float
  • target:float
  • currentVelocity:float
  • smoothTime:float
  • maxSpeed:float
  • deltaTime:float
  • [friction]
  • [accelRate]
)

Defined in LeanSmooth.cs:167

Moves one color towards another (eases in and out to destination with possible overshoot bounciness)

Parameters:

  • current:float Color

    the current value

  • target:float Color

    the value we are trying to reach

  • currentVelocity:float Color

    the current velocity of the value

  • smoothTime:float Float

    roughly the time it takes to reach the destination

  • maxSpeed:float Float

    the top speed you want the value to move at (defaults to unlimited -1f)

  • deltaTime:float Float

    the difference in time since the method was called (defaults to Time.deltaTime)

  • [friction] Float optional

    :float rate at which the spring is slowed down once it reaches it's destination

  • [accelRate] Float optional

    :float the rate it accelerates from it's initial position

Example:

fromColor = LeanSmooth.spring(fromColor, transform.GetComponent().material.color, ref velocityColor, 1.1f);\n Debug.Log("current:"+fromColor);

LeanSmooth.spring (float)

(
  • current:float
  • target:float
  • currentVelocity:float
  • smoothTime:float
  • maxSpeed:float
  • deltaTime:float
  • [friction]
  • [accelRate]
)

Defined in LeanSmooth.cs:107

Moves one value towards another (eases in and out to destination with possible overshoot bounciness)

Parameters:

  • current:float Float

    the current value

  • target:float Float

    the value we are trying to reach

  • currentVelocity:float Float

    the current velocity of the value

  • smoothTime:float Float

    roughly the time it takes to reach the destination

  • maxSpeed:float Float

    the top speed you want the value to move at (defaults to unlimited -1f)

  • deltaTime:float Float

    the difference in time since the method was called (defaults to Time.deltaTime)

  • [friction] Float optional

    :float rate at which the spring is slowed down once it reaches it's destination

  • [accelRate] Float optional

    :float the rate it accelerates from it's initial position

Example:

followVar = LeanSmooth.spring(followVar, destinationVar, ref followVelocity, 1.1f);\n Debug.Log("current:"+followVar);

LeanSmooth.spring (Vector3)

(
  • current:float
  • target:float
  • currentVelocity:float
  • smoothTime:float
  • maxSpeed:float
  • deltaTime:float
  • [friction]
  • [accelRate]
)

Defined in LeanSmooth.cs:142

Moves one value towards another (eases in and out to destination with possible overshoot bounciness)

Parameters:

  • current:float Vector3

    the current value

  • target:float Vector3

    the value we are trying to reach

  • currentVelocity:float Vector3

    the current velocity of the value

  • smoothTime:float Float

    roughly the time it takes to reach the destination

  • maxSpeed:float Float

    the top speed you want the value to move at (defaults to unlimited -1f)

  • deltaTime:float Float

    the difference in time since the method was called (defaults to Time.deltaTime)

  • [friction] Float optional

    :float rate at which the spring is slowed down once it reaches it's destination

  • [accelRate] Float optional

    :float the rate it accelerates from it's initial position

Example:

transform.position = LeanSmooth.spring(transform.position, destTrans.position, ref followVelocity, 1.1f);\n Debug.Log("current:"+transform.position);