65 lines
2.0 KiB
C#
65 lines
2.0 KiB
C#
using System;
|
|
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
|
|
public class Rotation : MonoBehaviour
|
|
{
|
|
|
|
public GameObject rotation_center;
|
|
public bool static_center = true;
|
|
public bool right_rotation = true;
|
|
public bool flipping = false;
|
|
[Range(0.1f, 180f)] public float speed = 1;
|
|
[Range(0, (float)Math.PI * 2)] public float flip_angle = 0;
|
|
|
|
private float angle;
|
|
private float magnitude;
|
|
private Vector3 rotation_center_position;
|
|
private Vector3 object_position;
|
|
private float[] centralized_position;
|
|
private float flipped_angle = 0;
|
|
|
|
// Start is called before the first frame update
|
|
void Start()
|
|
{
|
|
|
|
object_position = transform.position;
|
|
rotation_center_position = rotation_center.transform.position;
|
|
|
|
centralized_position = new float[] {object_position[0] - rotation_center_position[0], object_position[1] - rotation_center_position[1]};
|
|
|
|
angle = (float)Math.Atan2(centralized_position[0], centralized_position[1]);
|
|
magnitude = (float)Math.Sqrt(Math.Pow(centralized_position[0], 2) + Math.Pow(centralized_position[1], 2));
|
|
}
|
|
|
|
// Update is called once per frame
|
|
void Update()
|
|
{
|
|
if (!static_center) {
|
|
rotation_center_position = rotation_center.transform.position;
|
|
}
|
|
|
|
if (right_rotation) {
|
|
angle -= speed * Time.deltaTime;
|
|
} else {
|
|
angle += speed * Time.deltaTime;
|
|
}
|
|
|
|
if (flipping) {
|
|
flipped_angle += speed * Time.deltaTime;
|
|
if (flipped_angle > flip_angle) {
|
|
right_rotation = !right_rotation;
|
|
flipped_angle -= flip_angle;
|
|
}
|
|
}
|
|
|
|
centralized_position = new float[] {(float)Math.Cos(angle) * magnitude, (float)Math.Sin(angle) * magnitude};
|
|
|
|
object_position[0] = centralized_position[0] + rotation_center_position[0];
|
|
object_position[1] = centralized_position[1] + rotation_center_position[1];
|
|
|
|
transform.position = object_position;
|
|
}
|
|
}
|