void Update() { _vibe = ExpEase.Out(_vibe, 0, -8); var scale = 1 + 0.5f * _vibe * Mathf.Sin(Time.time * 30); transform.localScale = Vector3.one * _initialScale * scale; }
void Update() { var scale = 1 + 0.2f * _vibe * Mathf.Sin(40 * Time.time); scale *= 1 - 0.5f * _spin; _mesh.localRotation = Quaternion.AngleAxis(_spin * 360, Vector3.up); _mesh.localScale = Vector3.one * scale; _vibe = ExpEase.Out(_vibe, 0, -8); _spin = ExpEase.Out(_spin, 0, -8); }