using System.Collections;
using System.Collections.Generic;
using UnityEngine;
///
/// Makes the object move back and forth in a cycle, on any axis you choose, relative to its starting local position.
///
public class OscillatePosition : MonoBehaviour
{
///
/// Curve that defines the pattern we move the transform over time.
///
[Tooltip("Curve that defines the pattern we move the transform over time.")]
public AnimationCurve moveCurve = new AnimationCurve(new Keyframe[5]
{
new Keyframe(0, 0, 5, 5),
new Keyframe(0.25f, 1, 0, 0),
new Keyframe(0.5f, 0, -5, -5),
new Keyframe(0.75f, -1, 0, 0),
new Keyframe(1, 0, 5, 5)
});
///
/// How far the transform travels on points on the curve equal to 1 or -1. (Technically not "max" but more intuitive than "normalized" or something.)
///
[Tooltip("How far the transform travels on points on the curve equal to 1 or -1. (Technically not 'max' but more intuitive than 'normalized' or something.)")]
public float maxDistance = 1f;
///
/// How long it takes for a full cycle, ie. playing through moveCurve all the way.
///
[Tooltip("How long it takes for a full cycle, ie. playing through moveCurve all the way.")]
public float cycleTimeSeconds = 2f;
///
/// Timer that keeps track of where we are in the moveCurve at any given moment.
///
private float cycleTimer = 0f;
///
/// True to move on the X axis.
///
[Space(5)]
[Tooltip("True to move on the X axis.")]
public bool moveOnX = false;
///
/// True to move on the Y axis.
///
[Tooltip("True to move on the Y axis.")]
public bool moveOnY = true;
///
/// True to move on the Z axis.
///
[Tooltip("True to move on the Z axis.")]
public bool moveOnZ = false;
///
/// Transform's localPosition at start. We move the transform relative to this each frame.
///
private Vector3 startPosition;
// Use this for initialization
void Start ()
{
startPosition = transform.localPosition;
}
// Update is called once per frame
void Update ()
{
cycleTimer += Time.deltaTime;
if (cycleTimer > cycleTimeSeconds) cycleTimer %= cycleTimeSeconds; //Didn't know %= was a thing until now. :D
float moveamount = moveCurve.Evaluate(cycleTimer / cycleTimeSeconds) * maxDistance;
float xfinal = moveOnX ? startPosition.x + moveamount : transform.localPosition.x;
float yfinal = moveOnY ? startPosition.y + moveamount : transform.localPosition.y;
float zfinal = moveOnZ ? startPosition.z + moveamount : transform.localPosition.z;
transform.localPosition = new Vector3(xfinal, yfinal, zfinal);
}
}