using UnityEngine; public class FRILerp : MonoBehaviour { private void Start() { } public static Vector3 Lerp(Vector3 from, Vector3 target, float speed) { return Vector3.Lerp(from, target, 1f - Mathf.Exp((0f - speed) * TimeHandler.deltaTime)); } public static Vector3 LerpUnclamped(Vector3 from, Vector3 target, float speed) { return Vector3.LerpUnclamped(from, target, 1f - Mathf.Exp((0f - speed) * TimeHandler.deltaTime)); } public static float Lerp(float from, float target, float speed) { return Mathf.Lerp(from, target, 1f - Mathf.Exp((0f - speed) * TimeHandler.deltaTime)); } public static float LerpUnclamped(float from, float target, float speed) { return Mathf.LerpUnclamped(from, target, 1f - Mathf.Exp((0f - speed) * TimeHandler.deltaTime)); } public static Vector3 Slerp(Vector3 from, Vector3 target, float speed) { return Vector3.Slerp(from, target, 1f - Mathf.Exp((0f - speed) * TimeHandler.deltaTime)); } public static Vector3 SlerpUnclamped(Vector3 from, Vector3 target, float speed) { return Vector3.SlerpUnclamped(from, target, 1f - Mathf.Exp((0f - speed) * TimeHandler.deltaTime)); } public static Quaternion Lerp(Quaternion from, Quaternion target, float speed) { return Quaternion.Lerp(from, target, 1f - Mathf.Exp((0f - speed) * TimeHandler.deltaTime)); } public static Quaternion LerpUnclamped(Quaternion from, Quaternion target, float speed) { return Quaternion.LerpUnclamped(from, target, 1f - Mathf.Exp((0f - speed) * TimeHandler.deltaTime)); } }