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using UnityEngine;
using System.Collections;
 
namespace vnxbqy.UI {
    public class PingPongRotation:MonoBehaviour {
 
        public Transform reference;
        public Vector3 amplitue;
        public float speed;
 
        Vector3 referenceEuler = Vector3.zero;
 
        void OnEnable() {
            referenceEuler = reference == null ? this.transform.localEulerAngles : reference.localEulerAngles;
        }
 
        float x = 0f;
        float y = 0f;
        float z = 0f;
        void LateUpdate() {
 
            if(Mathf.Abs(amplitue.x) > 0.001f) {
                x = referenceEuler.x - amplitue.x * 0.5f + Mathf.PingPong(Time.time * speed,amplitue.x);
            }
            else {
                x = referenceEuler.x;
            }
 
            if(Mathf.Abs(amplitue.y) > 0.001f) {
                y = referenceEuler.y - amplitue.y * 0.5f + Mathf.PingPong(Time.time * speed,amplitue.y);
            }
            else {
                y = referenceEuler.y;
            }
 
            if(Mathf.Abs(amplitue.z) > 0.001f) {
                z = referenceEuler.z - amplitue.z * 0.5f + Mathf.PingPong(Time.time * speed,amplitue.z);
            }
            else {
                z = referenceEuler.z;
            }
 
            this.transform.localEulerAngles = new Vector3(x,y,z);
        }
 
    }
}