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	Interactable Class
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								Assets/TextMesh Pro/Examples & Extras/Scripts/ObjectSpin.cs
									
									
									
									
									
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								Assets/TextMesh Pro/Examples & Extras/Scripts/ObjectSpin.cs
									
									
									
									
									
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							| @@ -0,0 +1,69 @@ | ||||
| using UnityEngine; | ||||
| using System.Collections; | ||||
|  | ||||
|  | ||||
| namespace TMPro.Examples | ||||
| { | ||||
|      | ||||
|     public class ObjectSpin : MonoBehaviour | ||||
|     { | ||||
|  | ||||
| #pragma warning disable 0414 | ||||
|  | ||||
|         public float SpinSpeed = 5; | ||||
|         public int RotationRange = 15; | ||||
|         private Transform m_transform; | ||||
|  | ||||
|         private float m_time; | ||||
|         private Vector3 m_prevPOS; | ||||
|         private Vector3 m_initial_Rotation; | ||||
|         private Vector3 m_initial_Position; | ||||
|         private Color32 m_lightColor; | ||||
|         private int frames = 0; | ||||
|  | ||||
|         public enum MotionType { Rotation, BackAndForth, Translation }; | ||||
|         public MotionType Motion; | ||||
|  | ||||
|         void Awake() | ||||
|         { | ||||
|             m_transform = transform; | ||||
|             m_initial_Rotation = m_transform.rotation.eulerAngles; | ||||
|             m_initial_Position = m_transform.position; | ||||
|  | ||||
|             Light light = GetComponent<Light>(); | ||||
|             m_lightColor = light != null ? light.color : Color.black; | ||||
|         } | ||||
|  | ||||
|  | ||||
|         // Update is called once per frame | ||||
|         void Update() | ||||
|         { | ||||
|             if (Motion == MotionType.Rotation) | ||||
|             { | ||||
|                 m_transform.Rotate(0, SpinSpeed * Time.deltaTime, 0); | ||||
|             } | ||||
|             else if (Motion == MotionType.BackAndForth) | ||||
|             { | ||||
|                 m_time += SpinSpeed * Time.deltaTime; | ||||
|                 m_transform.rotation = Quaternion.Euler(m_initial_Rotation.x, Mathf.Sin(m_time) * RotationRange + m_initial_Rotation.y, m_initial_Rotation.z); | ||||
|             } | ||||
|             else | ||||
|             { | ||||
|                 m_time += SpinSpeed * Time.deltaTime; | ||||
|  | ||||
|                 float x = 15 * Mathf.Cos(m_time * .95f); | ||||
|                 float y = 10; // *Mathf.Sin(m_time * 1f) * Mathf.Cos(m_time * 1f); | ||||
|                 float z = 0f; // *Mathf.Sin(m_time * .9f);     | ||||
|  | ||||
|                 m_transform.position = m_initial_Position + new Vector3(x, z, y); | ||||
|  | ||||
|                 // Drawing light patterns because they can be cool looking. | ||||
|                 //if (frames > 2) | ||||
|                 //    Debug.DrawLine(m_transform.position, m_prevPOS, m_lightColor, 100f); | ||||
|  | ||||
|                 m_prevPOS = m_transform.position; | ||||
|                 frames += 1; | ||||
|             } | ||||
|         } | ||||
|     } | ||||
| } | ||||
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