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