Files
dal4segno cf103baf57 chore: 외부 에셋 권한 및 줄바꿈 재기록 반영
- Assets/External 하위 샘플 및 서드파티 에셋 파일의 실행 비트 변경을 별도 커밋으로 분리
- PolygonGeneric, SidekickCharacters, Synty 도구 자산 전반의 줄바꿈 및 재직렬화 차이를 그대로 보존
- 프로젝트 고유 로직 변경과 분리해 이후 히스토리에서 외부 에셋 노이즈 범위를 식별하기 쉽게 정리
2026-04-06 14:04:09 +09:00

45 lines
1.9 KiB
C#
Executable File

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Generic_WaterBob : MonoBehaviour
{
public float bobbingHeight = 0.08f; // The height the object will bob up and down
public float bobbingSpeed = 1.5f; // The speed of the bobbing motion
public float rotationAmount = 0.8f; // The amount of rotation applied to the object
public bool randomOffset = true; // Determines if random offsets are applied to speed and rotation
public Vector2 randomRange = new Vector2(0.1f, 1f); // The range for the random offset
private Vector3 startPos;
private Quaternion startRotation;
void Start()
{
startPos = transform.position;
startRotation = transform.rotation; // Save the initial rotation
if (randomOffset)
{
bobbingSpeed += UnityEngine.Random.Range(randomRange.x, randomRange.y);
rotationAmount += UnityEngine.Random.Range(randomRange.x, randomRange.y);
}
}
void Update()
{
// Calculate the vertical bobbing motion
float newY = startPos.y + Mathf.Sin(Time.time * bobbingSpeed) * bobbingHeight;
Vector3 newPos = new Vector3(transform.position.x, newY, transform.position.z);
transform.position = newPos;
// Calculate rotation offsets based on time
float rotationX = Mathf.Sin(Time.time * bobbingSpeed * 0.5f) * rotationAmount;
float rotationY = Mathf.Sin(Time.time * bobbingSpeed * 0.7f) * rotationAmount;
float rotationZ = Mathf.Sin(Time.time * bobbingSpeed * 0.9f) * rotationAmount;
// Apply the incremental rotation as an offset to the existing rotation
Quaternion incrementalRotation = Quaternion.Euler(rotationX, rotationY, rotationZ);
transform.rotation = startRotation * incrementalRotation;
}
}