wip: Levitation system

This commit is contained in:
Alexandre Coirier
2026-06-04 22:14:21 +02:00
parent 7e96db111b
commit 1a3262587c
6 changed files with 16539 additions and 0 deletions
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using UnityEngine;
public class LevitationManager : MonoBehaviour
{
public static LevitationManager Instance { get; private set; }
[Range(0, 1)] public float Levitation;
void OnEnable()
{
Instance = this;
}
void OnDisable()
{
if (Instance == this)
Instance = null;
}
}
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using UnityEngine;
public class LevitationObject : MonoBehaviour
{
[System.Serializable]
public class References
{
public Rigidbody Rigidbody;
}
[System.Serializable]
public class Settings
{
[Range(0, 99)] public int Seed = -1;
public Vector3 Offset = new Vector3(0, 3, 0);
public Vector3 DivergeanceMin = new Vector3(1, 1, 1);
public Vector3 DivergeanceMax = new Vector3(-1, -1, -1);
public Vector3 Amplitude = new Vector3(.1f, .5f, .1f);
}
[System.Serializable]
public class State
{
[Range(0, 1)] public float Levitating;
}
[SerializeField] private References _references;
[SerializeField] private Settings _settings;
[SerializeField] private State _state;
private Vector3 _originPos;
private Vector3 _randomAxis;
void OnValidate()
{
if (!_references.Rigidbody)
_references.Rigidbody = GetComponent<Rigidbody>();
}
void Awake()
{
_originPos = transform.position;
_randomAxis = new Vector3(Random.Range(-1f, 1f), Random.Range(-1f, 1f), Random.Range(-1f, 1f)).normalized;
}
void Update()
{
if (!LevitationManager.Instance || LevitationManager.Instance.Levitation <= 0)
return;
_references.Rigidbody.isKinematic = true;
_references.Rigidbody.useGravity = false;
float t = Time.timeSinceLevelLoad;
t+= (transform.GetSiblingIndex() + (transform.parent ? transform.parent.GetSiblingIndex() : 0)) * 7.63f;
float cosT0 = Mathf.Cos(t * .3f);
float cosT1 = Mathf.Cos(t);
float sinT0 = Mathf.Sin(t * .3f);
Vector3 offset = _settings.Offset;
offset.x += _settings.DivergeanceMin.x * cosT0 + _settings.DivergeanceMax.x * sinT0 * _settings.Amplitude.x;
offset.y += _settings.DivergeanceMin.y * cosT1 + _settings.DivergeanceMax.y * cosT1 * _settings.Amplitude.y;
offset.z += _settings.DivergeanceMin.z * sinT0 + _settings.DivergeanceMax.z * cosT0 * _settings.Amplitude.z;
Vector3 targetPos = _originPos + offset;
targetPos = Vector3.Lerp(transform.position, targetPos, t / Mathf.Max(Vector3.Distance(transform.position, targetPos) * 4f, 1));
targetPos = Vector3.Slerp(_originPos, targetPos, LevitationManager.Instance.Levitation);
Quaternion targetRot = Quaternion.AngleAxis(t * 10, _randomAxis);
_references.Rigidbody.Move(targetPos, targetRot);
}
}
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