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2026-07-13 13:13:17 +08:00

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{
"FormatVersion": 3,
"Id": "af9c5db8-7144-4164-b605-b287aaf71bf6"/*Damp*/,
"Description": "Damps (i.e. smoothens or filters) an incoming float value.\n\nSee also: [DampVec2], [DampVec3] and [DampFloatList].",
"SymbolTags": "1",
"InputUis": [
{
"InputId": "76d52df1-597e-4429-9916-13e6e0d93248"/*Method*/,
"Position": {
"X": 36.0,
"Y": 424.0
},
"Description": "LinearInterpolation: Linear interpolate between the current and target value by the damping amount. Set Damping to 0 for no damping, and to 1 to freeze the current value (and never reach the target).\n\nDampedSpring: Uses a \"critically damped spring\" to provide very smooth interpolation that will never overshoot. For reference, this method is used by Unity's SmoothDamp method."
},
{
"InputId": "795aca79-dd10-4f28-a290-a30e7b27b436"/*Value*/,
"Relevancy": "Required",
"Position": {
"X": 36.0,
"Y": 334.0
},
"Description": "Input value to be dampened."
},
{
"InputId": "8909933c-79a8-4127-987b-7b23940a0052"/*UseAppRunTime*/,
"Position": {
"X": 36.0,
"Y": 469.0
},
"Description": "Advanced setting. Checking this box will cause the damping calculations to use RunTime instead of FxTime for their timing. This means the damping shape/speed will not be affected by any changes you might make to playback speed (such as pausing or reversing the timeline)."
},
{
"InputId": "f29d5426-5e31-4c7c-be77-5e45bfb9daa9"/*Damping*/,
"Position": {
"X": 36.0,
"Y": 379.0
},
"Description": "Amount of damping to apply.\nThe ideal setting for this depends on the range of the input values: Generally, lower damping works better with very large changes in value.",
"Min": 0.0,
"Max": 1.0,
"ClampMin": true,
"ClampMax": true
}
],
"SymbolChildUis": [],
"OutputUis": [
{
"OutputId": "aacea92a-c166-46dc-b775-d28baf9820f5"/*Result*/,
"Position": {
"X": 133.0,
"Y": 38.0
}
}
]
}