示例#1
0
    // Use this for initialization
    void Start()
    {
        // get current plane count + rand vals
        pcObj = GameObject.Find("PlaneCounter") as GameObject;
        pc = pcObj.GetComponent<PlaneCounter>();
        _i = pc.planeCount;
        _scaleXFactor = pc.scaleXFactor;
        _xPosRand = pc.xPosRand;

        myObj.transform.rotation = Quaternion.Euler(flip * 20 * _i, 270, 90);
        myObj.transform.RotateAround(Vector3.zero, Vector3.zero, flip * 20 * _i);

        // position
        Vector3 pos = myObj.transform.position;
        float sinY = Mathf.Sin((Time.time-_i)*5)*3;
        pos.y = pos.y + (sinY*sinY);  // sinY squared undulates the y-pos
        pos.x = pos.x + _xPosRand + (flip*_distX);
        pos.z = _i*_distZ;
        myObj.transform.position = pos;

        // scale
        float localScaleX = myObj.transform.localScale.x;
        Vector3 newScale = new Vector3(localScaleX - _scaleXFactor , myObj.transform.localScale.y, myObj.transform.localScale.z);
        myObj.transform.localScale = newScale;

        // add children to parent container myObj
        // newObj.transform.parent = this.transform;
    }
示例#2
0
    // Use this for initialization
    void Start()
    {
        // get current plane count + rand vals
        pcObj         = GameObject.Find("PlaneCounter") as GameObject;
        pc            = pcObj.GetComponent <PlaneCounter>();
        _i            = pc.planeCount;
        _scaleXFactor = pc.scaleXFactor;
        _xPosRand     = pc.xPosRand;

        myObj.transform.rotation = Quaternion.Euler(flip * 20 * _i, 270, 90);
        myObj.transform.RotateAround(Vector3.zero, Vector3.zero, flip * 20 * _i);

        // position
        Vector3 pos  = myObj.transform.position;
        float   sinY = Mathf.Sin((Time.time - _i) * 5) * 3;

        pos.y = pos.y + (sinY * sinY);        // sinY squared undulates the y-pos
        pos.x = pos.x + _xPosRand + (flip * _distX);
        pos.z = _i * _distZ;
        myObj.transform.position = pos;

        // scale
        float   localScaleX = myObj.transform.localScale.x;
        Vector3 newScale    = new Vector3(localScaleX - _scaleXFactor, myObj.transform.localScale.y, myObj.transform.localScale.z);

        myObj.transform.localScale = newScale;

        // add children to parent container myObj
        // newObj.transform.parent = this.transform;
    }
    // Use this for initialization
    void Start()
    {
        _startTime = Time.time;

        // calc some values
        float scaleXFactor = Random.Range(0.9f, 3.5f);
        float xPosRand     = Random.Range(0.5f, 1.0f);

        // get current plane count
        pcObj = GameObject.Find("PlaneCounter") as GameObject;
        pc    = pcObj.GetComponent <PlaneCounter>();

        // create objects
        GameObject newObj = Instantiate(myObj, transform.position, Quaternion.Euler(20 * _i, 270, 90)) as GameObject;

        newObj.transform.RotateAround(Vector3.zero, Vector3.zero, 20 * _i);

        // mirrored object
        GameObject newObj_m = Instantiate(myObj, transform.position, Quaternion.Euler(-20 * _i, 270, 90)) as GameObject;

        newObj_m.transform.RotateAround(Vector3.zero, Vector3.zero, -20 * _i);

        // add children to parent container myObj
        // newObj.transform.parent = this.transform;
        // newObj_m.transform.parent = this.transform;

        // position
        Vector3 pos  = newObj.transform.position;
        float   sinY = Mathf.Sin((Time.time - _startTime) * 5) * 3;

        pos.y = pos.y + (sinY * sinY);        // sinY squared undulates the y-pos
        pos.x = pos.x + xPosRand + _distX;
        pos.z = _i * _distZ;
        newObj.transform.position = pos;

        // scale
        float   localScaleX = newObj.transform.localScale.x;
        Vector3 newScale    = new Vector3(localScaleX - scaleXFactor, newObj.transform.localScale.y, newObj.transform.localScale.z);

        newObj.transform.localScale = newScale;

        // mirrored position
        Vector3 pos_m = newObj_m.transform.position;

        pos_m.y = pos_m.y + (sinY * sinY);       // sinY squared undulates the y-pos
        pos_m.x = pos.x + xPosRand - _distX;
        pos_m.z = _i * _distZ;
        newObj_m.transform.position = pos_m;

        // mirrored scale
        float   localScaleX_m = newObj_m.transform.localScale.x;
        Vector3 newScale_m    = new Vector3(localScaleX_m - scaleXFactor, newObj_m.transform.localScale.y, newObj_m.transform.localScale.z);

        newObj_m.transform.localScale = newScale_m;
    }
    // Use this for initialization
    void Start()
    {
        _startTime = Time.time;

        // calc some values
        float scaleXFactor = Random.Range(0.9f, 3.5f);
        float xPosRand = Random.Range(0.5f, 1.0f);

        // get current plane count
        pcObj = GameObject.Find("PlaneCounter") as GameObject;
        pc = pcObj.GetComponent<PlaneCounter>();

        // create objects
        GameObject newObj = Instantiate(myObj, transform.position, Quaternion.Euler(20*_i,270,90)) as GameObject;
        newObj.transform.RotateAround(Vector3.zero, Vector3.zero, 20 * _i);

        // mirrored object
        GameObject newObj_m = Instantiate(myObj, transform.position, Quaternion.Euler(-20*_i,270,90)) as GameObject;
        newObj_m.transform.RotateAround(Vector3.zero, Vector3.zero, -20 * _i);

        // add children to parent container myObj
        // newObj.transform.parent = this.transform;
        // newObj_m.transform.parent = this.transform;

        // position
        Vector3 pos = newObj.transform.position;
        float sinY = Mathf.Sin((Time.time-_startTime)*5)*3;
        pos.y = pos.y + (sinY*sinY);  // sinY squared undulates the y-pos
        pos.x = pos.x + xPosRand + _distX;
        pos.z = _i*_distZ;
        newObj.transform.position = pos;

        // scale
        float localScaleX = newObj.transform.localScale.x;
        Vector3 newScale = new Vector3(localScaleX - scaleXFactor , newObj.transform.localScale.y, newObj.transform.localScale.z);
        newObj.transform.localScale = newScale;

        // mirrored position
        Vector3 pos_m = newObj_m.transform.position;
        pos_m.y = pos_m.y + (sinY*sinY); // sinY squared undulates the y-pos
        pos_m.x = pos.x + xPosRand - _distX;
        pos_m.z = _i*_distZ;
        newObj_m.transform.position = pos_m;

        // mirrored scale
        float localScaleX_m = newObj_m.transform.localScale.x;
        Vector3 newScale_m = new Vector3(localScaleX_m - scaleXFactor , newObj_m.transform.localScale.y, newObj_m.transform.localScale.z);
        newObj_m.transform.localScale = newScale_m;
    }