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- using System.Collections;
- using System.Collections.Generic;
- using DG.Tweening;
- using UnityEngine;
- public class AroundSphereMove : MonoBehaviour
- {
- [SerializeField]
- private Vector3 m_ShakeDir = Vector3.zero;
- [SerializeField]
- private float m_ShakeSpeed = 0f;
- [SerializeField]
- private float m_MoveRadius = 0f;
- [SerializeField]
- private float m_MoveAngleSpeed = 0f;
- [SerializeField]
- private float m_SelfRotateSpeed = 0f;
- [SerializeField]
- private Quaternion m_OffsetAngle = Quaternion.identity; //初始角度
- [SerializeField]
- private float m_SelfScale = 1; //初始大小
- [SerializeField]
- private float m_SelfHeight = 0; //初始高度偏移
- public Vector3 shakeDir
- {
- get { return m_ShakeDir; }
- set
- {
- if (m_ShakeDir == value) return;
- m_ShakeDir = value;
- }
- }
- public float shakeSpeed
- {
- get { return m_ShakeSpeed; }
- set
- {
- if (m_ShakeSpeed == value) return;
- m_ShakeSpeed = value;
- }
- }
- public float moveRadius
- {
- get { return m_MoveRadius; }
- set
- {
- if (m_MoveRadius == value) return;
- m_MoveRadius = value;
- m_NeedReset = true;
- }
- }
- public float moveAngleSpeed
- {
- get { return m_MoveAngleSpeed; }
- set
- {
- if (m_MoveAngleSpeed == value) return;
- m_MoveAngleSpeed = value;
- }
- }
- public float selfRotateSpeed
- {
- get { return m_SelfRotateSpeed; }
- set
- {
- if (m_SelfRotateSpeed == value) return;
- m_SelfRotateSpeed = value;
- m_NeedReset = true;
- }
- }
- public float OffsetHeight
- {
- get { return m_SelfHeight; }
- set
- {
- if (m_SelfHeight == value) return;
- m_SelfHeight = value;
- }
- }
- public float Scale
- {
- get { return m_SelfScale; }
- set
- {
- if (m_SelfScale == value) return;
- m_SelfScale = value;
- m_NeedReset = true;
- }
- }
- public Quaternion OffsetAngle
- {
- get { return m_OffsetAngle; }
- set
- {
- if (m_OffsetAngle == value) return;
- m_OffsetAngle = value;
- m_NeedReset = true;
- }
- }
- private bool m_NeedReset = true;
- private float m_Angle = 0f;
- private Transform m_Transform;
- private Transform m_ParentTransform;
- private Vector3 m_StartPos;
- private Vector3 m_EndPos;
- private float m_ShakeOffset = 0;
- private int m_ShakeSign = 1;
- private float m_MoveAngleOffset = 0f;
- private void Awake()
- {
- m_Transform = transform;
- }
- private void OnDestroy()
- {
-
- }
- private void Update()
- {
- if (m_NeedReset)
- {
- m_NeedReset = false;
- ResetTransform();
- }
- float deltaTime = Time.deltaTime;
- Vector3 pos = Vector3.zero;
- if (!Mathf.Approximately(m_ShakeSpeed, 0f) && m_ShakeDir != Vector3.zero)
- {
- m_ShakeOffset = m_ShakeOffset + m_ShakeSign * deltaTime * m_ShakeSpeed;
- if (m_ShakeOffset >= 1)
- {
- m_ShakeOffset = 1;
- m_ShakeSign = -m_ShakeSign;
- }
- else if (m_ShakeOffset <= -1)
- {
- m_ShakeOffset = -1;
- m_ShakeSign = -m_ShakeSign;
- }
- pos = Vector3.LerpUnclamped(Vector3.zero, m_ShakeDir, m_ShakeOffset);
- }
- if (m_MoveRadius > 0f && !Mathf.Approximately(m_MoveAngleSpeed, 0f))
- {
- m_MoveAngleOffset = m_MoveAngleOffset + deltaTime * m_MoveAngleSpeed;
- pos = pos + Vector3.SlerpUnclamped(m_StartPos, m_EndPos, m_MoveAngleOffset);
- }
- if (!Mathf.Approximately(m_SelfRotateSpeed, 0))
- {
- m_Angle = m_Angle + deltaTime * m_SelfRotateSpeed;
- m_Transform.rotation = m_OffsetAngle * Quaternion.Euler(0, m_Angle, 0);
- }
-
- if (m_ParentTransform)
- pos = pos + m_ParentTransform.position;
- m_Transform.position = pos + Vector3.up * m_SelfHeight;
- }
- void ResetTransform()
- {
- Vector3 pos = Vector3.zero;
- if (m_MoveRadius > 0)
- {
- Vector3 forward = Vector3.forward;
- m_StartPos = forward * m_MoveRadius;
- m_EndPos = -m_StartPos;
- pos = m_StartPos;
- }
- m_Transform.localScale = Vector3.one * m_SelfScale;
- m_ParentTransform = m_Transform.parent;
- if (m_ParentTransform)
- pos = pos + m_ParentTransform.position;
- m_Transform.position = pos + Vector3.up * m_SelfHeight;
- m_Transform.rotation = m_OffsetAngle;
- m_Angle = 0f;
- }
- }
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