forked from cgvr/DeltaVR
		
	
		
			
				
	
	
		
			67 lines
		
	
	
		
			2.3 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
			
		
		
	
	
			67 lines
		
	
	
		
			2.3 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
using UnityEngine;
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using System.Collections;
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namespace TMPro.Examples
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{
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    public class ObjectSpin : MonoBehaviour
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    {
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        #pragma warning disable 0414
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        public enum MotionType { Rotation, SearchLight, Translation };
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        public MotionType Motion;
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        public Vector3 TranslationDistance = new Vector3(5, 0, 0);
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        public float TranslationSpeed = 1.0f;
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        public float SpinSpeed = 5;
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        public int RotationRange = 15;
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        private Transform m_transform;
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        private float m_time;
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        private Vector3 m_prevPOS;
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        private Vector3 m_initial_Rotation;
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        private Vector3 m_initial_Position;
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        private Color32 m_lightColor;
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        void Awake()
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        {
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            m_transform = transform;
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            m_initial_Rotation = m_transform.rotation.eulerAngles;
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            m_initial_Position = m_transform.position;
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            Light light = GetComponent<Light>();
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            m_lightColor = light != null ? light.color : Color.black;
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        }
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        // Update is called once per frame
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        void Update()
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        {
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            switch (Motion)
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            {
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                case MotionType.Rotation:
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                    m_transform.Rotate(0, SpinSpeed * Time.deltaTime, 0);
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                    break;
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                case MotionType.SearchLight:
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                    m_time += SpinSpeed * Time.deltaTime;
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                    m_transform.rotation = Quaternion.Euler(m_initial_Rotation.x, Mathf.Sin(m_time) * RotationRange + m_initial_Rotation.y, m_initial_Rotation.z);
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                    break;
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                case MotionType.Translation:
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                    m_time += TranslationSpeed * Time.deltaTime;
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                    float x = TranslationDistance.x * Mathf.Cos(m_time);
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                    float y = TranslationDistance.y * Mathf.Sin(m_time) * Mathf.Cos(m_time * 1f);
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                    float z = TranslationDistance.z * Mathf.Sin(m_time);
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                    m_transform.position = m_initial_Position + new Vector3(x, z, y);
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                    // Drawing light patterns because they can be cool looking.
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                    //if (Time.frameCount > 1)
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                    //    Debug.DrawLine(m_transform.position, m_prevPOS, m_lightColor, 100f);
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                    m_prevPOS = m_transform.position;
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                    break;
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            }
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        }
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    }
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} |