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FloatingObjectLocalSpaceMovement.cs
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80 lines (71 loc) · 3.16 KB
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using UnityEngine;
/* Copyright (c) 2025 Petar Petrov (PeterSvP)
* https://pi-dev.com * https://store.steampowered.com/pub/pidev
*
* The MIT License (MIT)
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*
* ============= Description =============
* Adds oscillating movement and rotation in local space for floating effects.
* Can optionally sync with FollowTarget and OrientWithTarget components for dynamic references.
* Resets transform on disable to ensure consistent behavior when re-enabled.
*
* ============= Usage =============
* Attach to a GameObject with FollowTarget or OrientWithTarget if needed.
* Configure movement, frequency, and rotation axis in the inspector.
*/
namespace PiDev.Utilities
{
[DefaultExecutionOrder(1)] // After FollowTarget at 0
public class FloatingObjectLocalSpaceMovement : MonoBehaviour
{
// Start is called before the first frame update
[Header("Position")]
public Vector3 Movement = Vector3.up;
public float MovementFrequency = 5;
[Header("Rotation")]
public Vector3 rotationAxis;
public float maxAngle;
public float RotationFrequency = 5;
Vector3 initialPos;
Quaternion initialRot;
FollowTarget ft;
OrientWithTarget ort;
void OnEnable()
{
ort = GetComponent<OrientWithTarget>();
ft = GetComponent<FollowTarget>();
initialPos = transform.localPosition;
initialRot = transform.localRotation;
}
void OnDisable()
{
transform.localPosition = initialPos;
transform.localRotation = initialRot;
}
private void Update()
{
if (ft) initialPos = ft.target.position + ft.offset;
if (ort) initialRot = ort.target.rotation;
transform.localPosition = initialPos + Movement * Mathf.Sin(Time.unscaledTime * MovementFrequency);
transform.localRotation = Quaternion.AngleAxis(Mathf.Cos(Time.unscaledTime * RotationFrequency) * maxAngle, rotationAxis) * initialRot;
}
}
}