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(); 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; } } } }