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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));
}
}
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