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FloatingObjectMovement.cs
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106 lines (92 loc) · 3.73 KB
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using PiDev;
using System.Collections;
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 smooth, random floating motion to an object with optional target-following.
* Generates a new random offset at intervals and interpolates towards it using SmoothDamp.
* Supports distance-based radius scaling and optional movement multipliers per axis.
*
* ============= Usage =============
* Attach to a GameObject and configure radius, interval, and damping.
* Optionally assign a FollowTarget to float relative to another transform.
*/
namespace PiDev.Utilities
{
public class FloatingObjectMovement : MonoBehaviour
{
public float radius = 1f;
public float damping = 0.5f;
public float interval = 1f;
public Vector3 multiplier = Vector3.one;
public Vector3 objectPosition;
public bool useDistanceBasedRadius;
[Header("Optional, if set will follow it")]
public Transform FollowTarget;
public Vector3 FollowTargetOffset;
public void SetFollowTarget(Transform target)
{
FollowTarget = target;
}
[Header("Debug")]
public Vector3 target;
Coroutine cr;
private void OnEnable()
{
objectPosition = transform.position;
cr = StartCoroutine(NewTarget());
}
private IEnumerator NewTarget()
{
while (true)
{
float r;
if (useDistanceBasedRadius)
{
var dist = Vector3.Distance(transform.position, target);
r = Mathf.Max(radius, dist);
}
else r = radius;
if (FollowTarget != null) objectPosition = FollowTarget.position + FollowTargetOffset;
target = (UnityEngine.Random.insideUnitSphere * r).MultiplyMembers(multiplier) + objectPosition;
yield return new WaitForSeconds(interval);
}
}
private void OnDisable()
{
StopCoroutine(cr);
}
// Use this for initialization
void Start()
{
}
Vector3 velocity;
void LateUpdate()
{
if (!FollowTarget.gameObject.activeInHierarchy) gameObject.SetActive(false);
transform.position = Vector3.SmoothDamp(transform.position, target, ref velocity, damping, Mathf.Infinity, Time.deltaTime);
}
}
}