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- using UnityEngine;
- using System.Collections;
-
-
- namespace TMPro.Examples
- {
-
- public class ObjectSpin : MonoBehaviour
- {
- #pragma warning disable 0414
- public enum MotionType { Rotation, SearchLight, Translation };
- public MotionType Motion;
-
- public Vector3 TranslationDistance = new Vector3(5, 0, 0);
- public float TranslationSpeed = 1.0f;
- 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;
-
- 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()
- {
- switch (Motion)
- {
- case MotionType.Rotation:
- m_transform.Rotate(0, SpinSpeed * Time.deltaTime, 0);
- break;
- case MotionType.SearchLight:
- 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);
- break;
- case MotionType.Translation:
- m_time += TranslationSpeed * Time.deltaTime;
-
- float x = TranslationDistance.x * Mathf.Cos(m_time);
- float y = TranslationDistance.y * Mathf.Sin(m_time) * Mathf.Cos(m_time * 1f);
- float z = TranslationDistance.z * Mathf.Sin(m_time);
-
- m_transform.position = m_initial_Position + new Vector3(x, z, y);
-
- // Drawing light patterns because they can be cool looking.
- //if (Time.frameCount > 1)
- // Debug.DrawLine(m_transform.position, m_prevPOS, m_lightColor, 100f);
-
- m_prevPOS = m_transform.position;
- break;
- }
- }
- }
- }
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