AroundSphereMove.cs 4.8 KB

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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using DG.Tweening;
  4. using UnityEngine;
  5. public class AroundSphereMove : MonoBehaviour
  6. {
  7. [SerializeField]
  8. private Vector3 m_ShakeDir = Vector3.zero;
  9. [SerializeField]
  10. private float m_ShakeSpeed = 0f;
  11. [SerializeField]
  12. private float m_MoveRadius = 0f;
  13. [SerializeField]
  14. private float m_MoveAngleSpeed = 0f;
  15. [SerializeField]
  16. private float m_SelfRotateSpeed = 0f;
  17. [SerializeField]
  18. private Quaternion m_OffsetAngle = Quaternion.identity; //初始角度
  19. [SerializeField]
  20. private float m_SelfScale = 1; //初始大小
  21. [SerializeField]
  22. private float m_SelfHeight = 0; //初始高度偏移
  23. public Vector3 shakeDir
  24. {
  25. get { return m_ShakeDir; }
  26. set
  27. {
  28. if (m_ShakeDir == value) return;
  29. m_ShakeDir = value;
  30. }
  31. }
  32. public float shakeSpeed
  33. {
  34. get { return m_ShakeSpeed; }
  35. set
  36. {
  37. if (m_ShakeSpeed == value) return;
  38. m_ShakeSpeed = value;
  39. }
  40. }
  41. public float moveRadius
  42. {
  43. get { return m_MoveRadius; }
  44. set
  45. {
  46. if (m_MoveRadius == value) return;
  47. m_MoveRadius = value;
  48. m_NeedReset = true;
  49. }
  50. }
  51. public float moveAngleSpeed
  52. {
  53. get { return m_MoveAngleSpeed; }
  54. set
  55. {
  56. if (m_MoveAngleSpeed == value) return;
  57. m_MoveAngleSpeed = value;
  58. }
  59. }
  60. public float selfRotateSpeed
  61. {
  62. get { return m_SelfRotateSpeed; }
  63. set
  64. {
  65. if (m_SelfRotateSpeed == value) return;
  66. m_SelfRotateSpeed = value;
  67. m_NeedReset = true;
  68. }
  69. }
  70. public float OffsetHeight
  71. {
  72. get { return m_SelfHeight; }
  73. set
  74. {
  75. if (m_SelfHeight == value) return;
  76. m_SelfHeight = value;
  77. }
  78. }
  79. public float Scale
  80. {
  81. get { return m_SelfScale; }
  82. set
  83. {
  84. if (m_SelfScale == value) return;
  85. m_SelfScale = value;
  86. m_NeedReset = true;
  87. }
  88. }
  89. public Quaternion OffsetAngle
  90. {
  91. get { return m_OffsetAngle; }
  92. set
  93. {
  94. if (m_OffsetAngle == value) return;
  95. m_OffsetAngle = value;
  96. m_NeedReset = true;
  97. }
  98. }
  99. private bool m_NeedReset = true;
  100. private float m_Angle = 0f;
  101. private Transform m_Transform;
  102. private Transform m_ParentTransform;
  103. private Vector3 m_StartPos;
  104. private Vector3 m_EndPos;
  105. private float m_ShakeOffset = 0;
  106. private int m_ShakeSign = 1;
  107. private float m_MoveAngleOffset = 0f;
  108. private void Awake()
  109. {
  110. m_Transform = transform;
  111. }
  112. private void OnDestroy()
  113. {
  114. }
  115. private void Update()
  116. {
  117. if (m_NeedReset)
  118. {
  119. m_NeedReset = false;
  120. ResetTransform();
  121. }
  122. float deltaTime = Time.deltaTime;
  123. Vector3 pos = Vector3.zero;
  124. if (!Mathf.Approximately(m_ShakeSpeed, 0f) && m_ShakeDir != Vector3.zero)
  125. {
  126. m_ShakeOffset = m_ShakeOffset + m_ShakeSign * deltaTime * m_ShakeSpeed;
  127. if (m_ShakeOffset >= 1)
  128. {
  129. m_ShakeOffset = 1;
  130. m_ShakeSign = -m_ShakeSign;
  131. }
  132. else if (m_ShakeOffset <= -1)
  133. {
  134. m_ShakeOffset = -1;
  135. m_ShakeSign = -m_ShakeSign;
  136. }
  137. pos = Vector3.LerpUnclamped(Vector3.zero, m_ShakeDir, m_ShakeOffset);
  138. }
  139. if (m_MoveRadius > 0f && !Mathf.Approximately(m_MoveAngleSpeed, 0f))
  140. {
  141. m_MoveAngleOffset = m_MoveAngleOffset + deltaTime * m_MoveAngleSpeed;
  142. pos = pos + Vector3.SlerpUnclamped(m_StartPos, m_EndPos, m_MoveAngleOffset);
  143. }
  144. if (!Mathf.Approximately(m_SelfRotateSpeed, 0))
  145. {
  146. m_Angle = m_Angle + deltaTime * m_SelfRotateSpeed;
  147. m_Transform.rotation = m_OffsetAngle * Quaternion.Euler(0, m_Angle, 0);
  148. }
  149. if (m_ParentTransform)
  150. pos = pos + m_ParentTransform.position;
  151. m_Transform.position = pos + Vector3.up * m_SelfHeight;
  152. }
  153. void ResetTransform()
  154. {
  155. Vector3 pos = Vector3.zero;
  156. if (m_MoveRadius > 0)
  157. {
  158. Vector3 forward = Vector3.forward;
  159. m_StartPos = forward * m_MoveRadius;
  160. m_EndPos = -m_StartPos;
  161. pos = m_StartPos;
  162. }
  163. m_Transform.localScale = Vector3.one * m_SelfScale;
  164. m_ParentTransform = m_Transform.parent;
  165. if (m_ParentTransform)
  166. pos = pos + m_ParentTransform.position;
  167. m_Transform.position = pos + Vector3.up * m_SelfHeight;
  168. m_Transform.rotation = m_OffsetAngle;
  169. m_Angle = 0f;
  170. }
  171. }