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Merge pull request 'adding-cool-Sukh' (#28) from adding-cool-Sukh into development
Reviewed-on: https://udrimavric.com/MAVRIC/UDRIGolf2024/pulls/28
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commit
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7
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@ -7,7 +7,7 @@ public class MoveAndReturn : MonoBehaviour
|
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private float distance = 5f; // Distance to move along the selected axis
|
||||
|
||||
[SerializeField]
|
||||
private Axis axisOfMovement = Axis.X; // Axis of movement (default is X axis)
|
||||
private Axis axisOfMovement = Axis.Right; // Axis of movement (default is X axis)
|
||||
|
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[SerializeField]
|
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private float speed = 2f; // Speed of movement
|
||||
@ -26,9 +26,9 @@ public class MoveAndReturn : MonoBehaviour
|
||||
// Enumeration for the axis of movement
|
||||
public enum Axis
|
||||
{
|
||||
X,
|
||||
Y,
|
||||
Z
|
||||
Right,
|
||||
Up,
|
||||
Forward
|
||||
}
|
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|
||||
private void Start()
|
||||
@ -39,21 +39,20 @@ public class MoveAndReturn : MonoBehaviour
|
||||
// Calculate the target position based on the selected axis and distance
|
||||
switch (axisOfMovement)
|
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{
|
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|
||||
targetPosition = startingPosition + new Vector3(distance, 0, 0);
|
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case Axis.Right:
|
||||
targetPosition = startingPosition + (transform.right * distance); // new Vector3(distance, 0, 0);
|
||||
break;
|
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case Axis.Y:
|
||||
targetPosition = startingPosition + new Vector3(0, distance, 0);
|
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case Axis.Up:
|
||||
targetPosition = startingPosition + (transform.up * distance); // new Vector3(0, distance, 0);
|
||||
break;
|
||||
case Axis.Z:
|
||||
targetPosition = startingPosition + new Vector3(0, 0, distance);
|
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case Axis.Forward:
|
||||
targetPosition = startingPosition + (transform.forward * distance); // new Vector3(0, 0, distance);
|
||||
break;
|
||||
}
|
||||
|
||||
// Start the movement coroutine
|
||||
StartCoroutine(MoveObject());
|
||||
}
|
||||
|
||||
private IEnumerator MoveObject()
|
||||
{
|
||||
while (true)
|
||||
@ -87,7 +86,6 @@ public class MoveAndReturn : MonoBehaviour
|
||||
}
|
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}
|
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}
|
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yield return null; // Wait for the next frame
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@ -8,19 +8,64 @@ public class Pendulum : MonoBehaviour
|
||||
[SerializeField]
|
||||
private float speed = 1f; // Speed of rotation
|
||||
|
||||
[SerializeField]
|
||||
private float delay = 1f; // Delay after each cycle
|
||||
|
||||
[SerializeField]
|
||||
private Vector3 axis = Vector3.forward; // Axis to pendulum on
|
||||
|
||||
[SerializeField]
|
||||
private bool halfPendulum = false; // Whether to perform a half pendulum
|
||||
|
||||
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||||
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|
||||
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|
||||
|
||||
private void Start()
|
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{
|
||||
startTime = Time.time;
|
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lastCycleEndTime = Time.time;
|
||||
}
|
||||
|
||||
private void Update()
|
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{
|
||||
// Calculate the current angle based on time and speed
|
||||
float currentAngle = angle * Mathf.Sin((Time.time - startTime) * speed);
|
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float timeElapsed = Time.time - lastCycleEndTime;
|
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|
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{
|
||||
float currentAngle;
|
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|
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|
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{
|
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|
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{
|
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|
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|
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{
|
||||
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|
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startTime = Time.time;
|
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|
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|
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else
|
||||
{
|
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|
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if (currentAngle <= 0f)
|
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{
|
||||
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|
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|
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|
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|
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else
|
||||
{
|
||||
currentAngle = angle * Mathf.Sin((Time.time - startTime) * speed);
|
||||
}
|
||||
|
||||
// Set the rotation
|
||||
transform.localRotation = Quaternion.Euler(0f, 0f, currentAngle);
|
||||
transform.localRotation = Quaternion.AngleAxis(currentAngle, axis);
|
||||
|
||||
// Update last cycle end time
|
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lastCycleEndTime = Time.time;
|
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Loading…
Reference in New Issue
Block a user