Created
May 7, 2020 15:17
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using UnityEngine; | |
public class FloatySpinny : MonoBehaviour | |
{ | |
public bool m_Spin = true; | |
public Vector3 m_SpinAxis = Vector3.up; | |
public float m_SpinSpeed = 1.0f; | |
public bool m_Float = false; | |
public Vector3 m_FloatAxis = Vector3.up; | |
public float m_FloatSpeed = 0.25f; | |
public float m_FloatDistance = 0.1f; | |
private Vector3 m_OriginalPos; | |
void Start() | |
{ | |
// cache the original position | |
m_OriginalPos = transform.transform.localPosition; | |
} | |
void Update() | |
{ | |
if (m_Spin) | |
{ | |
// advance the rotation | |
transform.rotation = transform.rotation * Quaternion.Euler(m_SpinAxis * (Time.deltaTime * m_SpinSpeed)); | |
} | |
if (m_Float) | |
{ | |
// advance the "floaty" | |
transform.localPosition = m_OriginalPos + (m_FloatAxis * (m_FloatDistance * (Mathf.Sin(Time.time * m_FloatSpeed)))); | |
} | |
} | |
} |
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