/// <summary> /// 更新 /// </summary> void Update() { m_fTime += Time.deltaTime; // 座標 m_Mover.LocalMoveY(m_fMoveY / 2.5f + (Mathf.Cos(Mathf.PI * 2.0f / m_fCycleTime * m_fTime * 2.0f) * m_fMoveY)); m_Mover.LocalMove(Mathf.Sin(Mathf.PI * 2.0f / m_fCycleTime * m_fTime) * m_fMoveZ); // 角度 Vector3 vAngle = transform.eulerAngles; vAngle.x = m_fInitAngle + (Mathf.Sin(Mathf.PI * 2.0f / m_fCycleTime * m_fTime) * m_fRotateAngle); transform.eulerAngles = vAngle; if (m_fTime >= m_fCountMax) { this.enabled = false; } SEPlay(); }