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; } } } }