Ultraworked with [Sisyphus](https://github.com/code-yeonggu/oh-my-opencode) Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
45 lines
1.8 KiB
C#
45 lines
1.8 KiB
C#
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;
|
|
}
|
|
}
|