void Update() { angle = Time.deltaTime * speed; Vector3 closestPoint = Utility.ClosestPointOnLineSegment(smoothLine.Nodes[1], smoothLine.Nodes[0], smoothLine.Nodes[2]); Vector3 axis = smoothLine.Nodes[2] - smoothLine.Nodes[0]; Vector3 newPoint = closestPoint + Quaternion.AngleAxis(speed, axis) * (smoothLine.Nodes[1] - closestPoint); Vector3 node2 = smoothLine.Nodes[2]; node2.x = Mathf.PingPong(Time.time * 2, 10) - 5; smoothLine.UpdateNode(2, node2); smoothLine.UpdateNode(1, newPoint); smoothLine.UpdateWhenPathChanges(); }
void DoNodesAnim() { for (int i = 0; i < defaultNodes.Length; i++) { Vector3 newPos = defaultNodes[i]; newPos.y = defaultNodes[i].y + Mathf.PingPong(Time.time * .4f * (i + 1), 1.5f); smoothLine.UpdateNode(i, newPos); } smoothLine.UpdateWhenPathChanges(); }