private IEnumerator Oscillate(OccilationFuntion method, float scalar) { while (true) { transform.position = new Vector3(10, Mathf.Sin(Time.time) * scalar, 0); yield return(new WaitForEndOfFrame()); } }
private IEnumerator horizontalOscillate(OccilationFuntion method, float scalar) { while (true) { if (method == OccilationFuntion.Sine) { transform.position = new Vector3(Mathf.Sin(Time.time * speed) * scalar, 0, 0); } else if (method == OccilationFuntion.Cosine) { transform.position = new Vector3(Mathf.Cos(Time.time * speed) * scalar, 0, 0); } yield return(new WaitForEndOfFrame()); } }
private IEnumerator Oscillate(OccilationFuntion method, float scalar) { while (true) { if (method == OccilationFuntion.Sine) { transform.position = new Vector3(this.transform.position.x, Mathf.Sin(Time.time) * scalar, this.transform.position.z); } else if (method == OccilationFuntion.Cosine) { transform.position = new Vector3(this.transform.position.x, Mathf.Cos(Time.time) * scalar, this.transform.position.z); } yield return(null); } }
private IEnumerator Oscillate(OccilationFuntion method, float scalar) { while (true) { if (method == OccilationFuntion.Sine) { transform.position = new Vector3(Mathf.Sin(Time.time) * scalar, 0, 0); } else if (method == OccilationFuntion.Cosine) { transform.position = new Vector3(Mathf.Cos(Time.time) * scalar, 0, 0); } yield return new WaitForEndOfFrame(); } }
private IEnumerator Oscillate(OccilationFuntion method, float period = 2F) { while (true) { if (method == OccilationFuntion.Sine) { transform.position = startPosition + transform.TransformDirection(new Vector3(0, 0, amplitude * Mathf.Sin(2F * Time.time))); } else if (method == OccilationFuntion.Cosine) { transform.position = new Vector3(Mathf.Cos(Time.time), 0, 0); } yield return(new WaitForEndOfFrame()); } }
private IEnumerator Oscillate(OccilationFuntion method, float scalar) { while (true) { if (method == OccilationFuntion.Sine) { //transform.position = new Vector3(Mathf.Sin(Time.time) * scalar, yPos, zPos); //transform.position = transform.position + new Vector3(0.0f, 0.0f, Mathf.Sin(Time.realtimeSinceStartup * verticalSpeed) * amplitude * Time.deltaTime * speed); transform.position = transform.position + new Vector3(Mathf.Sin(Time.realtimeSinceStartup) * amplitude * Time.deltaTime * speed, 0.0f, 0.0f); } else if (method == OccilationFuntion.Cosine) { //transform.position = new Vector3(Mathf.Cos(Time.time) * scalar, yPos, zPos); transform.position = transform.position + new Vector3(Mathf.Sin(Time.realtimeSinceStartup) * amplitude * Time.deltaTime * speed, 0.0f, 0.0f); } yield return(new WaitForEndOfFrame()); } }