public void Move(Transform transform, float radius, float speed) { baseMovement.Move(transform, speed); angle -= speed * Time.deltaTime; //if you want to switch direction, use -= instead of += float x = Mathf.Cos(angle) * radius; float y = Mathf.Sin(angle) * radius; transform.Translate(new Vector3(x, y, 0), Space.World); }
public void Move(Transform transform, Vector3 axis, float speed) { baseMovement.Move(transform, speed); transform.Translate((transform.forward * Time.deltaTime * speed) + (axis * Mathf.Sin(Time.time * frequency) * magnitude), Space.World); }