100 lines
3.0 KiB
C#
100 lines
3.0 KiB
C#
using UnityEngine;
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public class LevitationObject : MonoBehaviour
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{
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[System.Serializable]
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public class References
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{
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public Rigidbody Rigidbody;
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}
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[System.Serializable]
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public class Settings
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{
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[Range(-1, 99)] public int Seed = -1;
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public Vector3 Offset = new Vector3(0, 3, 0);
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public Vector3 DivergeanceMin = new Vector3(-1, -2, -1);
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public Vector3 DivergeanceMax = new Vector3(1, 2, 1);
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public Vector3 Amplitude = new Vector3(.1f, .5f, .1f);
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}
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[System.Serializable]
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public class State
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{
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[Range(0, 1)] public float Levitating;
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}
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[SerializeField] private References _references;
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[SerializeField] private Settings _settings;
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[SerializeField] private State _state;
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private Vector3 _randomAxis;
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private Vector3 _originPos;
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private Quaternion _originRot;
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void OnDrawGizmosSelected()
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//void OnDrawGizmos()
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{
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Gizmos.color = Color.cyan;
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Vector3 originPos = Application.isPlaying ? _originPos : transform.position;
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Vector3 targetCenter = GetTargetCenter();
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Gizmos.DrawLine(transform.position, originPos + targetCenter);
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Gizmos.DrawWireSphere(originPos + targetCenter, .05f);
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}
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void OnValidate()
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{
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if (!_references.Rigidbody)
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_references.Rigidbody = GetComponent<Rigidbody>();
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if (_settings.Seed == -1)
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_settings.Seed = Random.Range(0, 100);
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}
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void Awake()
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{
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_randomAxis = new Vector3(Mathf.Cos(_settings.Seed * 3.41f), Mathf.Cos(_settings.Seed * 9.23f), Mathf.Sin(_settings.Seed * 5.22f)).normalized;
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_originPos = transform.position;
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_originRot = transform.rotation;
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}
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void Update()
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{
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if (!LevitationManager.Instance)
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return;
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_references.Rigidbody.isKinematic = true;
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_references.Rigidbody.useGravity = false;
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float t = Time.timeSinceLevelLoad * LevitationManager.Instance.Spped;
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t += _settings.Seed * 7.63f;
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float cosT0 = Mathf.Cos(t * .3f);
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float cosT1 = Mathf.Cos(t * .6f);
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float sinT0 = Mathf.Sin(t * .3f);
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Vector3 offset = GetTargetCenter();
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offset.x += _settings.Amplitude.x * cosT0;
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offset.y += _settings.Amplitude.y * cosT1;
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offset.z += _settings.Amplitude.z * sinT0;
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Vector3 targetPos = _originPos + offset;
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targetPos = Vector3.Slerp(_originPos, targetPos, LevitationManager.Instance.Levitation);
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targetPos = Vector3.Lerp(transform.position, targetPos, t / Mathf.Max(Vector3.Distance(transform.position, targetPos), 1) * .0002f);
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Quaternion targetRot = Quaternion.AngleAxis(t * 10, _randomAxis);
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targetRot = Quaternion.Lerp(_originRot, targetRot, LevitationManager.Instance.Levitation);
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_references.Rigidbody.Move(targetPos, targetRot);
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}
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Vector3 GetTargetCenter()
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{
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Vector3 divergeance = Vector3.Lerp(_settings.DivergeanceMin, _settings.DivergeanceMax, (_settings.Seed * 6.72f) % 1);
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return _settings.Offset + divergeance;
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}
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}
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