using UnityEngine;
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using System.Collections;
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namespace TMPro.Examples
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{
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public class ObjectSpin : MonoBehaviour
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{
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#pragma warning disable 0414
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public float SpinSpeed = 5;
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public int RotationRange = 15;
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private Transform m_transform;
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private float m_time;
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private Vector3 m_prevPOS;
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private Vector3 m_initial_Rotation;
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private Vector3 m_initial_Position;
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private Color32 m_lightColor;
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private int frames = 0;
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public enum MotionType { Rotation, BackAndForth, Translation };
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public MotionType Motion;
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void Awake()
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{
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m_transform = transform;
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m_initial_Rotation = m_transform.rotation.eulerAngles;
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m_initial_Position = m_transform.position;
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Light light = GetComponent<Light>();
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m_lightColor = light != null ? light.color : Color.black;
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}
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// Update is called once per frame
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void Update()
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{
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if (Motion == MotionType.Rotation)
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{
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m_transform.Rotate(0, SpinSpeed * Time.deltaTime, 0);
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}
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else if (Motion == MotionType.BackAndForth)
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{
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m_time += SpinSpeed * Time.deltaTime;
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m_transform.rotation = Quaternion.Euler(m_initial_Rotation.x, Mathf.Sin(m_time) * RotationRange + m_initial_Rotation.y, m_initial_Rotation.z);
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}
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else
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{
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m_time += SpinSpeed * Time.deltaTime;
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float x = 15 * Mathf.Cos(m_time * .95f);
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float y = 10; // *Mathf.Sin(m_time * 1f) * Mathf.Cos(m_time * 1f);
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float z = 0f; // *Mathf.Sin(m_time * .9f);
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m_transform.position = m_initial_Position + new Vector3(x, z, y);
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// Drawing light patterns because they can be cool looking.
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//if (frames > 2)
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// Debug.DrawLine(m_transform.position, m_prevPOS, m_lightColor, 100f);
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m_prevPOS = m_transform.position;
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frames += 1;
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}
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}
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}
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}
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